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This is more of a question for the HD mod. Generally speaking, if the auto-update isn't working, it might be worth trying to download the latest version from the HD website.
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With each new update, my laptop gets hotter and hotter, and the game starts to lag, as if I'm not playing Heroes 3, but Doom 4 on max settings... Is it the HD mod or HotA that's loading the CPU? It's especially bad during Overworld Hero mode; it's impossible to click normally even once.
http://ru.twitch.tv/lizard_wt
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Although it has only been updated twice recently – to 1.5.0 and 1.5.1. If the performance changes didn't occur after one of these updates, then the issue lies with HD. From a general perspective, you can set the 32-bit true mode (not stretchable) in the HD settings, or try simpler filters than the current ones. You can also try the values 0, 1, and 2 for the tweak. Overall, Hota puts a heavier load on the processor than SoD due to the animations in combat. However, on the map, I don't think it can significantly affect performance. HD's complex filters reduce performance everywhere.
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Regarding version 1.5.2.
"The secondary skill 'Resistance' and the artifacts 'Amulet of Neutralization', 'Robe of Equilibrium', 'Boots of Resistance', and 'Pendant of Reflection' now reduce the strength of the enemy hero's magic in battle by a certain percentage instead of increasing the chance to reflect a spell."
Does Black Bolt remove this reduction, or are there other ways to cancel resistance?
So, Torgrim at level 47 without artifacts, or Torgrim at level 14 with the Amulet of Neutralization, will completely suppress the opponent's magic. :D
P.S. Great idea!
ICQ 675102035


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The black orb does not work on the new resistance effect. It only removes standard immunities, as well as the resistance chance of dwarves and crystal dragons (whose abilities have not changed). Yes, Thorgrim can achieve 100% resistance – in that case, the opponent's magic power will always be 1. But he will still be able to cast berserk (which does not depend on magic power) and a few other similar spells, and he can also increase the duration of spells by using treasure artifacts that provide a bonus to spell duration. So, it's unlikely that this can be called a complete inability to cast spells. However, it has already been discovered that Thorgrim's special ability is not working right now. :) But this bug will be fixed soon.
In reply to Sav
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Cool, but wouldn't it be more logical for resistance to only work against attacking magic/debuffs? Meaning, for example, it shouldn't affect bless/haste and summons(!)
discord: Nodl#5086
In reply to Nodl
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A long time ago, there was an idea that resistance to attack magic should work like the golem ability, and resistance to debuffs should work as usual. I don't know if reworking the skill is a good idea... Previously, having resistance was a kind of X-factor that made you take risks. For example, resisting an explosion or slow could allow you to simply win the game, but you could also lose if the 30% resistance didn't come into play at all during the battle... Now, 20 skill points will turn into 14... well, okay, at least it will definitely go through and deal some damage. This is more fair, but it's not certain that it will be effective.
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You're doing a great job trying to remove random elements and delving into complex aspects, but what about removing the simplest imbalance? For example, limit the bonus from a hero's specialization to a maximum of 100% (level 20). This would eliminate overpowered Thorgim units with 100% spell reduction and Devilish Logisticians with 5k+ movement points, as well as impenetrable Tazar units and scouts from the Dungeon faction at level 30 who can see the entire map.
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Mixed feelings. It seems like they did something with resistance, but, in my opinion, they overdid it. There was no need to create new must-have skills. And now what happens? If there's no resistance, everything one-shots the hero.
In reply to Tepluijja
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Tepluijja
Mixed feelings. It seems like they did something with the resistance, but, in my opinion, they overdid it. There was no need to create new must-have skills. And now what happens? If there's no resistance, everything one-shots the hero.
Now there's at least some protection against magic, and Torgrim won't constantly be messing around. Not counting Torgrim, everything has become much better. Thanks to the developers for their promptness.
ICQ - 703804372
Discord - Xocenk#2473
In reply to Xocenk
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Xocenk
Now there's at least some protection against magic, and Torgrim won't be constantly messing around. Excluding Torgrim, everything has become much better. Thanks to the developers for their prompt response.

But no one prevents you from leveling up a hero into a Warrior, casting Haste on yourself at the beginning of the battle, and overwhelming the enemy with stats – basically, by brute force.
In reply to Pomazok1329
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Pomazok1329
But no one stops you from leveling up a hero into a Barbarian, casting Haste on yourself at the beginning of the battle, and overwhelming the enemy with stats – basically, by brute force.
If the Mage has the first turn, he can cast a damage spell and then retreat. That's how it works.
ICQ - 703804372
Discord - Xocenk#2473
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From the announcement: "As previously mentioned, a large-scale rebalancing is planned, including changes to magical skills (Eagle Eye, Mysticism, etc.), solutions for overly useful spells (Mass Slow as an example), solutions for useless spells (Magic Mirror as an example), and problems with the balance of magic schools among themselves." The arguments will be epic :D
ICQ 675102035


In reply to MikeM
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MikeM
From the announcement:
"As previously mentioned, a large-scale rebalancing is planned, including changes to magical skills (Eagle Eye, Mysticism, etc.), solutions for overly useful spells (Mass Slow as an example), solutions for useless spells (Magic Mirror as an example), and balance issues between different schools of magic."
It's going to be quite a debate :D
Whether it will happen or not, it's unlikely to be this year...

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