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Suggestion regarding gameplay.
It would be very helpful if you could hover over a stack in battle and see its status.
In battle (especially in conservatories), a situation may arise where you lose track of which enemy stacks have already moved, which are waiting for a better moment, and which have had their retaliation removed or not.
For griffons in the conservatory, it is also sometimes unclear who is moving next.
I've been waiting for water maps for so long that my interest in heroes is gradually fading... After all, heroes without water aren't quite the same. I had an idea for a map: players start on islands that have all the mines and a few other resources. The most interesting part begins on the water, which holds many rewards but also many dangers. Computer-controlled ships with random armies sail the seas. We could do this: 5 stacks with random armies, but each level has a set range. For example, if a stack is level 1-2, it has 20-49 units; accordingly: 3-4: 10-19, 5-6: 5-9, 7: 1-4. The starting cities of the AI are isolated underground, making them inaccessible. Each hero on a ship has a set of artifacts, which serves as a bonus when they are defeated.
Also, the editor has an option to set a guard for a specific cell. That is, if you step on a cell, a battle begins. In a random map, you can randomly place these cells, where on the water, one sea serpent or many oceanids attack you. This will make the game on the water truly unpredictable and interesting, especially if there are also many different bonuses on the water.
What is required for this: the ability in the editor to set, say, 4 ships from each AI with a random army and set a range for the monsters in the stack for each level. Change the behavior of the AI so that they don't collect resources, don't attack each other, and don't land on land. Also, make it possible to set random troops in random cells, similar to the option in the map editor.
I suggest moving the golden golems to level 4 from level 5, and the diamond golems to level 5 from level 6. Also, give them a growth rate of 4 and 3 respectively (instead of the current 3 and 2) and reduce their price by about 40%. I really don't understand who put these golems on levels 5 and 6, when their stats clearly match levels 4 and 5. Getting a Grand Order from diamond golems on Jebus is too easy because of this.
Another crazy idea on how to rework Eagle Eye: let it give the hero a chance to gain an additional level when leveling up. ;)
...or let the hero have a chance to receive a random spell of that level when leveling up, corresponding to the wisdom skill level. i.e., at the initial wisdom skill level - level 3, at the advanced level - level 4, at the expert level - level 5. i.e., at the expert Eagle Eye, the chance will be 30%, which is quite in line with the meta on XL maps, when everyone is restructuring and looking for control. Yes, it smells like abuse, but it also changes the meta to some extent.
Someone already suggested a similar idea regarding the "eagle eye" skill, but it's all very uncertain.
Here's a more reasonable idea: allow players to escape/bribe even when wearing gauntlets, provided they have the **diplomacy** skill.
I had a dream about a building for the Barbarian faction that would reveal objects on the map.
But such a building has always existed – it’s an external structure that resembles a chicken coop, which displays some buildings on the map.
Bring back the chicken coop!
I don't know how this could be implemented, but I'll write it here: it would be great to have a separate timer when entering a battle with neutral creatures and companions, so that at any given moment, you can accurately know how much time has passed specifically in the battle, and when the overall timer will start to decrease. For example, with 16+8+1, when entering the battle, a separate minute timer should appear.
I don't know how this could be implemented, so I'll write it here: it would be nice to have a separate timer when entering a battle with neutrals or companions, so that at any given moment, you can know exactly how much time has passed in the battle, and when the overall timer will start to be used. For example, with 16+8+1, when you enter the battle, this minute should appear separately.
Regarding the AI. I don't know if the AI was changed in HotA, but I would like it to be smarter.
In my Survival template, I remove many objects from the computer zones; otherwise, they just run around aimlessly and collect everything. This is very inefficient in terms of movement points. I also try to make their locations as compact as possible so that everything is within easy reach, primarily the prisons. The computer simply doesn't want to build heroes, and that's it. It doesn't want to upgrade units, even if it has tons of resources; I have to give it an old fort every time, and even then, it doesn't always upgrade.
Here are some more of my observations:
The computer doesn't transfer important artifacts/scrolls to other heroes. It almost never counters blindness. It doesn't transfer troops to other heroes. It doesn't discard stacks of weak units that lower morale. It uses main heroes to pick up all sorts of junk. It ignores important objects, for example, when relics are lying around with almost no guards. It spends mana randomly and doesn't really want to replenish it. If there's a well, it might use it along the way, but it's unlikely to intentionally stay in a town to replenish mana.
if all of this is implemented, players will have little chance :D
That's the idea. As an option, you could add an additional difficulty scale, ranging from "Cockroach" (runs around and eats resources) to a 300IQ "Papa".
In my opinion, computer-controlled opponents already introduce an additional imbalance into the game (some players use computer-controlled heroes to set up a strong melee unit with 1000 attack, build a Citadel, and leave the city empty, while others have a Celestial unit sitting in a Castle with 5 skill points and a full purchase of items, etc.). If computer-controlled opponents are made even smarter, it will result in an extremely casual experience, suitable only for single-player mode. In tournaments, it would be pointless to play with strategies that rely on computer-controlled heroes.
On the contrary, there won't be any randomness – there will always be a Zielka, plus or minus. However, if it wasn't possible to add a simple question – "should I drink Vortex or not?" – in all these years, then dreams of a sensible AI are completely unattainable.