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Posts from Heroes of Might & Magic III: Horn of the Abyss

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#31
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it’s unlikely to affect the balance. Because, essentially, if you choose one branch and develop it, it’s the same as simply developing any standard town.
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#32
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10. Battle featuring: Adept, Inquisitor, Executioner, Frenzied Berserker, Boar Rider, Northern Dwarf, Berserker.


11. Map.


12. Battle featuring: standard creatures + Leprechauns, Satyrs.
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#33
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a few more screenshots.

13. Castle. Among the portraits, you can see Squires and Guards.


14. Battle. Standard creatures + Squires, Guards, Inquisitors, Adepts.


15. Artifacts
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#34
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several new screenshots

16. Map and objects.


17. Battle featuring: standard Ice Elementals + Nixies (new variant), Captain (Cove commander), Nixie Warriors (new variant), Oceanids.


18. Map and objects. (among other things, the defense values on the map for the Skeleton Warriors and Efreet creatures have been corrected - previously they had a black outline)
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#35
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When will all this be released, or can participants of our website get this version as a bonus? In short, we want it as soon as possible... YOU KNOW WHAT I MEAN!!!!
Добро потеряешь - не много потеряешь,
честь потеряешь - много потеряешь,
мужество потеряешь - все потеряешь.
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#38
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Hello, fellow enthusiasts! You know, only for Heroes III did fans release an add-on. It's the only case in history! Your idea is truly grand, and don't think that Heroes III is outdated; on the contrary, it's still very popular! I still can't understand where you create these things. Do you have an office, or do you work from home? I haven't seen any screenshots from Horn of the Abyss because I have a modem (feel sorry for me...), but I think it would be great if you created new battlefields, lands, artifacts, and so on. And how are you doing with the plot? Do you already have one? The game needs more stories, expanded dialogues, and RPG elements. It's a shame I can't show you what I mean – I'm currently working on a new ERM campaign, but it's not ready yet... By the way, it will be completely different from the Vanonindja ERM (if you've already seen it, sorry for this little madness).
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#39
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It would be great if they drew new battlefields, lands, artifacts, and so on.
I'm happy to inform you that the expansion will include new battlefields, lands (if you mean terrains), and, of course, new artifacts (around 120 of them).
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#40
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2 all, don't worry about this add-on; it's being made by skilled people.
Одна древняя легенда гласит,
Что темный дракон весь мир покорит,
Темный дракон - безликая тень,
Теперь навсегда ночь сменит день.
Он свергнет всех местных Богов,
Ни сила, ни воля не сдержат его.
Рыцарь, король - все одно для него,
С ним в битве исчезнет и зло, и добро.

.
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#41
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Hey, Docent Picolan! I think I understand – you're working hard on the game. People are saying not to worry because skilled people are making the add-on, and I believe it and really want to help! Basically, I want to suggest creating a campaign for WOG2 – this is no joke, I really can and I'm already writing a story in a heroic style. Oh yes, it's just words for now... I started working on the map around the 7th, and I estimate I need another 2-3 weeks to finish it, but the text content already weighs 110Kb – dialogues, ERM scripts. By the way, I'm not a newbie with ERM. I'm serious about this! For now, I can show you what I have. How are things going over there? Do you need help? Leave a reply in this thread; I just need to know... and believe).
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#42
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Author: Alex Soldier
I partially support his idea; maybe you could implement it?

I've been pondering this for a long time (since Heroes II).
And do you know why it was even brought up? Necromancers! Children of the Night!
How could we not give them one more little twist?
After all, their "life" is already difficult and full of trials!
Let something give them an extra chance to "survive."

I don't think anyone would disagree that at night, the Necropolis warriors
feel much more comfortable. This is their period of activity:
they move faster and further, attack and defend more strongly,
and their abilities manifest more often. All that remains is to
distinguish between in-game turns based on the time of day.

Initially, I wanted to link the change of day and night to the concept of fatigue.
Divide each turn into two equal parts. An army of ordinary mortals
spends most of the turn during the day, with about 10% of the movement
going towards fatigue (a red bar that grows from the bottom, above the TP).
At night, the penalty should be increased to 50%.

The army will be able to move exactly as far as the remaining turn bar remains
no less than the movement bar. That is, the more they move, the more fatigue,
the less the army will move the next day. The terrain should also play a role,
although this is not certain: after all, when walking through a desert or swamp,
the same TP is spent, but only the distance traveled is reduced.

Rest (skipping a turn) could solve the problem. That is, the army does not move,
the player clicks on "end turn" with a full TP bar. At the same time, fatigue
is reduced again at a rate of 1:10. Thus, most races will
follow a quite logical scheme: during the day - travel, at night - rest.
As much penalty is imposed for movement in the first phase, the same is
removed for rest in the second. But night "vigils" will be fraught with
bitter consequences!

For the Necropolis, the picture is exactly the opposite: they move freely at night,
and are extremely limited (up to the loss of troops) during the day. On the other hand:
the dead cannot experience fatigue. And this concept greatly undermines
the entire constructed model.

Another argument against this scheme is the slowing down of the gameplay.
After all, now you need to alternate two phases in one turn. And how to pass the turn
to other players? First, everyone who could moves during the day, then everyone who wants to -
at night? But then one of the phases will be inherently incomplete:
orders have already been given in the cities to begin construction, everything that can be bought
has been purchased in the markets, and only heroes with their armies wander around the map, aimlessly!
It's a bit sad.

Therefore, I continued to think in this direction. And I came up with this:
let five days be completely devoted to daylight, then five days -
to darkness (with all the consequences). And put two days between them -
an intermediate stage. So, a day in the game world will last two weeks:
2 days morning + 5 days day + 2 days evening + 5 days night (it's a fantasy world,
so it's okay to deviate from the usual rules)! All the effects described earlier remain in effect.

What will happen to fatigue? For ordinary mortals? Let's say, for now,
it doesn't accumulate at all during the day! In the morning and evening - with the above commission of 10%.
At night - 50%. That is, in any case, you will have to stop for rest,
skip turns, because the warriors are living people.

And what about the Necropolis? Everything is exactly the opposite! They receive the maximum penalty during the day,
a small penalty in the intermediate phases, and night is the time for active actions.
Both will periodically find themselves in a more advantageous,
or a less advantageous position!

Now let's move on to a more specific area - the mathematics of combat. It was assumed that
the fatigue accumulated by the army during travel would weaken the units in battle.
I don't want to name exact values yet, but the essence is approximately this: if you measure
the "vigor" of the army in battle on a scale of 0..10, then these gradations should
correspond to the interval from the maximum level of fatigue to its complete absence.

With an average value of 5, the fatigue adjustment will give approximately -0..-5
And only bonuses can change the situation for the better! Here, it will be important
to visit fountains/temples/idols/shrines, because a "exhausted" hero has every chance of
dying sooner!

And now, the highlight of the Necropolis. If the battle takes place at night, then around the fifth (or tenth)
round, "midnight" arrives! And you know what that means: werewolves transform,
ghosts activate, zombies rise, vampires become ferocious, in general, everything is significantly
enhanced. And it would last until the end of the battle, but...

It's time to remember magic. Let humans have another weapon against darkness, in addition to Exorcism - Night Sun.
After applying this spell, midnight abruptly ends, and for the duration of its effect, daylight reigns!
Accordingly, all corpses are stunned and disoriented, their activity decreases.
And only when the power of the spell burns out, night returns and the midnight counter restarts!

As a countermeasure, the Necropolis has Eclipse in its arsenal - it stops the day
(for the duration of its effect or as a neutralization of Night Sun - whoever has more power).
The Full Moon spell in its pure form will only work at night, so as not to wait
for the natural arrival of midnight. We will also include Darkness Swarm here - when there are not enough forces
for a general night, it can be applied in pieces to individual cells of the battlefield.

I almost forgot to tell you about one more thing. Remember, in the third game there was a building - Veil of Darkness:
over the enemy territory, twilight gradually thickened, and only the lights around the flags
indicated the controlled objects? So, this can be beautifully woven into the game and
without affecting this building. Since the Earth rotates, after the fifth day
(evening begins), a strip of twilight will move from one edge of the screen to the other,
covering the explored territory. After 7 days (in the morning), it will also gradually disappear,
but all this time, living creatures will have to wander blindly,
unless, of course, they dare to go on a campaign at night!

Well, that's what the model turned out to be: day and night alternate with an enviable
frequency, their "protégés" cyclically gain advantages over each other,
active expansion is replaced by a silent defense. Who knows, maybe in one of these phases
the further fate of the World of Heroes will be decided!

(alex soldier)
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#43
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2 WhiteLizard
Hello. Unfortunately, I don't visit this forum often, and I'm not online much in general – because I'm currently on vacation. That's why my response is so delayed.
In short, I want to suggest creating a campaign for WOG2 – this is not a joke, I really can and am already writing a story in the Heroes style. Oh yes, it's just words for now... I started working on the map around the 7th, and I estimate that I still have about 2-3 weeks of work ahead of me, but the text content already weighs 110Kb – dialogues, ERM scripts. By the way, I'm not a beginner with ERM. I'm serious! For now, I can show you what I have.
Please provide examples of your work. If you can really help with maps and ERM, we will be happy to welcome you to our team.

2 kot prosto
I read it. Undoubtedly, the idea is interesting. And it is known that the author is capable of generating high-quality and original ideas. But this change is too large-scale – it's almost an entire mod – with new calculations for characteristics, balance, movement speed, and, accordingly, changes to the parameters of artifacts, objects that increase movement points, etc. It will take a very long time to develop, and even longer to test. And whether the idea will justify the efforts and time of the developers is difficult to say for now – perhaps it will, or perhaps it won't. Necropolis is generally considered one of the strongest (if not "cheating") cities. In tournaments, they try not to play as this city for the same reason as with Conflux. And if you develop the above idea, the Necromancer will receive another impressive bonus, which will finally destroy the already fragile balance of cities in Heroes 3.

What can really be implemented is the "Eclipse" spell, which gives bonuses in battle to Necropolis and Inferno.
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#44
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Oh, sorry, I underestimated the effort... It's incredibly difficult and time-consuming to create an ERM map! But I'll show it when it's ready. What I'm most interested in is whether you already have campaigns with a storyline. It's one thing to design the game, objects, and castles, and another to somehow organize everything together. I personally liked the campaigns from AB more than from WOG (they're even unfinished there, although I felt how difficult it is to work with ERM)). If you want to present new heroes in all their glory, you need a good storyline!
P.S. I don't know where to find one myself.
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#45
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I completely agree! A campaign without a plot is worthless. I played Heroes III, and the campaign with a single sniper was great. I don't know about you, but I really enjoyed it, and it had a great plot. By the way, I was thinking about a plot based on The Lord of the Rings. Hobbits exist in Heroes, and so do wizards... but I'm not sure...
Добро потеряешь - не много потеряешь,
честь потеряешь - много потеряешь,
мужество потеряешь - все потеряешь.
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#46
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the plot is being developed, and the maps are being drawn. the campaign is progressing, although relatively slowly. for now, this is not the team's top priority.

as for The Lord of the Rings, there will be some minor plot elements that will slightly resemble plot points from LOTR. however, in essence, there isn't much room to maneuver within the fantasy genre without stepping outside of certain boundaries, so unintentional similarities are almost guaranteed in any work of this kind.
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#47
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haha, and I know the plot.
Одна древняя легенда гласит,
Что темный дракон весь мир покорит,
Темный дракон - безликая тень,
Теперь навсегда ночь сменит день.
Он свергнет всех местных Богов,
Ни сила, ни воля не сдержат его.
Рыцарь, король - все одно для него,
С ним в битве исчезнет и зло, и добро.

.