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Initiative should be determined by a random factor, not by other parameters. Or are you not familiar with logic?
Who should it depend on? What logic are you talking about? From a purely logical standpoint, whether speed, randomness, or even a dragon's heartburn determines "secondary initiative" makes no difference. So, what's the problem? The downside of randomness is that it makes battles less predictable. If you want to replay a save in single-player, everything might suddenly happen differently, and the outcome might not be in your favor. The downside of other parameters is that, yes, either you need to increase the level of nesting, or at some point, you have to revert to randomness. But both of these are not ideal solutions. Obviously. It's clear that we want one parameter that is also deterministic, and that doesn't require using extremely large or extremely small numbers, effectively dividing all in-game situations based on initiative using a clear algorithm. And it's also clear that this is impossible; you can only have two out of three. The Era developers chose two out of three. What's wrong with that? I don't understand.
Who is he supposed to target? What's the logic? Purely logically, whether the "secondary initiative" is determined by speed, randomness, or the dragon's heartburn – it doesn't matter. So, what's the problem? What are they wrong about? I don't understand.
If the initiative is the same, speed comes into play. If the speed is the same, something else comes into play. This isn't the ramblings of madmen. The developers of Olden Era are right.
In Disciples, initiative is also randomized. A random number from 1 to 9 (I don't remember exactly) is added to the unit's default initiative, and based on this, it is determined which unit moves first. The standard initiative step is 10, and units usually move in blocks, first with initiative 60 (archers), then 50 (warriors), and so on, but if someone's initiative falls in the middle, say not 40, but 45, then there is a small chance that such a unit will move before the units with initiative 50, and sometimes units with initiative 40 can move before others. I can't guarantee the accuracy of the numbers; I'm writing from memory. But there is no speed as such; the units stand still. And in general, the randomness in Disciples is a separate topic, when an enemy remains with 1 HP and defeats you with a counterattack =_ And in Heroes, there is also the mechanic that the attacking side moves first, as far as I remember. Here's how the initiative issue is resolved in King's Bounty; I don't remember, but there is also a sequence. Perhaps it's based on the position on the battlefield; I haven't paid attention.
But I also don't understand why it's a problem to check another parameter when the initiative is equal. It seems like nitpicking for no reason. I criticize Olden Era even more than Heroes 7, and maybe even more than Disciples 3 (what Disciples 3? There are only two parts, and then nothing was released), but they sometimes have good solutions, and this is one of them. Randomness is probably one of the least "e-sports-friendly" solutions in general; nothing depends on the player; it's all pure luck. I used to play an online CCG, and there were rare weirdos who used cards and decks with super-strong random effects; 95% of working decks were built with the calculation for not such an impressive, but super-stable performance and minimizing this very randomness as much as possible. There are already many random factors in games. And here, they propose to add an element of randomness to the very mechanics; nice.
From a purely logical standpoint, whether "secondary initiative" is determined by speed, randomness, or simply the dragon's indigestion – it makes no difference. So, what's the problem?
Indeed. I was naive to think that archers with the same initiative as the dragon, but with a speed of 2-3, should have the right to go first, lol. There's no difference: speed, the slot they're in, and other nonsense, but not initiative.
P.S. Let's stick to our guns and move on.
Added after 19 hours and 24 minutes The video won't upload.
The elements in Murmurwood rarely manifest as sentient beings on their own, and they usually merge with trees and animals, taking on semi-elemental forms.
However, Hxsmilla, one of the Four Magi of Jadame, was so overflowing with primal energy that wherever he stepped, objects would burst into uncontrollable flames. During one such journey, the Magus passed through Murmurwood, and his fiery trail spread like a river, igniting the flowers. This surge of energy was almost impossible to control, and he would have burned out completely...
...If it weren't for Aeliniël. Her mastery of fire and preventing its extinction was her greatest skill. Focusing on a single rose, she sought to capture the essence of Hxsmilla.
By doing so, she managed to form a true elemental: Phaleor. Almost entirely composed of pure elemental energy, he still possessed a consistent form and consciousness. Phaleor is extremely sensitive to elemental flows, allowing him to cast spells with minimal effort. However, he is tormented by an internal burning, an eternal yearning – like fire itself. Fortunately, Aeliniël watches over him, for without her attention, he would have long ago set all of Jadame ablaze – not out of malice, but out of instinct.
Specialization: Hxsmilla's Step Starts the game with the "Fireball" spell at Master level. This version of the spell affects a large area. When casting this spell, the spell's effective power increases by 1 for every 3 levels.
Ugh... Now I need to complain about the Sylvan faction too.
I really like the idea of plant-animals and all sorts of unusual natural creatures; I have similar creatures in all three settings, including the sci-fi one. My problem is with how it looks in Olden Era – the local creatures remind me most of my creatures from the sci-fi setting, even though I have two fantasy settings of varying degrees of experimentalism. I think the hint is clear; I've complained about this before, and I absolutely don't like it. After all, the main style of the classic Heroes games is fantasy and fairy tale, not pew-pew action. I'm tired of repeating this a million times, and my patience has run out; all that's left is disappointment.
1. Why are archers on the first tier? Even the Drunken Bees are higher. Drunken Bees, for crying out loud! Elves have always been slightly below the middle in all the normal parts of the series. 3/6, 3/7, 2/4. Except in that godforsaken seventh installment, where they became 1/3, but the brilliant decision to have only three tiers of units is a separate story. Yes, this is supposedly a new race and all that, but you're as far from the TARDIS as you can get; what kind of bald Sontaran are you creating? And they even took away the double shot and made one of the upgrades a long-range melee attack. It's a disaster.
2. Grapevine, mother of all, Iriad. And I thought that "Additional promotional message at the end of the working week of the bear" was a bad translation. At least it's funny. But what about the upgrades? Mushroom Vine Iriad and Crystal Vine Iriad? Is it really that hard to think for a couple of minutes and call them "spreading Iriads," "twining Iriads," or even "herbal Iriads"? "Mushroom Iriad" and "Crystal Iriad" would sound good in this lineup. I hope they at least use GPT for the official translation, and not Google Translate. Although even Google Translate has more intelligence than the person who approved this.
3. Bio, forgive me, Rassilon, hero. What the hell is with them having a character with "it" as a pronoun? In English, there's the word "they" if the creature is of an undefined gender. Because of this, I had a hard time understanding who was standing on whom and who was sleeping with whom. And I don't know, maybe I just didn't pay attention before, but I've read smutty fanfiction on AO3 that was written better than this. Here, even Google Translate has improved the situation a little. And the boy himself is quite handsome, he looks like a demon. Well, two of my favorite factions in one package. I've found who I'm going to play as (and I will play, at least to criticize the game with arguments).
The name "Iriad's Grapevine" is pretentious. You expect something grand, but it turns out to be a rotten stump sticking out at an awkward angle.
Added 20 hours 54 minutes ago
Heroes of Might & Magic: Olden Era @ Triple-i — April 10th
The Triple-i Initiative — for all things indie and beyond — will take place on April 10th, 6pm CEST/9am PDT! We're happy to share that we plan to showcase something wild there!
What we can tell you about the event is that 30+ games will be present there to reveal their surprises to all of you. Last year the showcase had 35 announcements in just 45 minutes!
We can't wait to show you what we've been working on — it will be magical and spectacular. Check out https://iii-initiative.com/ for more information.
Kittenhorns are relics from an ancient era when many crystals contained pure elemental energy. They have the ability to draw out this essence and therefore prefer to gnaw on these rejuvenating treats – reminders of a time when the world was whimsical and chaotic. However, in Murmurwood, all living creatures are constantly changing, and Almandines, as some call them, are no exception. Mreova was once a creature of her kind until she discovered a crystalline vein filled with faint traces of Hksmill's essence. Consuming this essence filled her with energy, which transformed her forever. Unlike many other beast-like creatures, Mreova still clings to her Almandine nature. She loves to hunt for crystals – an activity in which she excels, sensing even the faintest traces of them. However, her evolution into a more humanoid form has opened up new possibilities, and now she explores this new world at her own pace. Want a crystalline treat?
Specialization: Enchanting Glow Produces 1 Crystal per day, +1 for every 5 levels of the hero. Increases the number of Crystals found on the map by 100%.
A topic about capturing empty castles was raised on Steam. It's a real absurdity that there's no guard (increasing with the city's level) against such an attack, when you're far away, and an opponent with a few units captures an empty castle. I wonder if this problem will be solved?
It never existed. Yes, in my opinion, it would have been a good thing, but it never happened... The closest analogue is the guard tower in Fortress in Heroes of Might and Magic V, but even there, at least one miner needs to be in the garrison for the other troops to appear (if I'm not mistaken).
In Heroes of Might and Magic VII, cities had garrisons. In Heroes of Might and Magic V, the bonus unit of gnomes only spawns if there is someone in the city.