Connection ErrorBad RequestSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
Error Details:
Share Link
Posts from Heroes of Might & Magic III: Horn of the Abyss
I had an idea: to create a new map level - the heavens (like a dungeon, but from above) and a passageway - a golden staircase leading upwards :)
This idea was first proposed back in 2001, and then again in 2006 - the second time, the idea even reached the point of attempted implementation - but it turned out that at that time, creating another level was not feasible. In fact, it's still quite vague, but if a lot of people really want to see it, it's worth a try...:smile26:
2) but is it necessary?
This question is the most relevant.:smile01:
WhiteLizard
Auto-translated
Docent Picolan, what about the shrines I've come up with? You wrote yourself that new map objects were needed! Here they are; in my opinion, they are quite rational and will diversify the gameplay... or do you already have something like this?
Since there will be new towns, dwellings for their monsters and storage buildings are also needed; otherwise, in 6 out of 8 external dwellings give resources, and creatures only in the Griffin Conservatory and the goose house, so I think it's reasonable to make external dwellings for the new towns with creatures!
Of course there will be.
Also, here's an idea to create (possible names) "Temple of Magic" / "Haven of Sorcery": A battle with 1-4 Magic Dragons, 5-20 Wizards, and 2 stacks of 4-16 Genies each. The battle takes place on the Magical Plains (so the Genies cast spells on everyone:). After victory, you are given 1 artifact (tomes of magic, orbs) and 4 scrolls with different spells of levels 1-5 (depending on the battle's difficulty).
Relatively decent.:cool:
You could make external dwellings for crystal/rust dragons: Upon victory, they give 1-2 corresponding creatures and 16-32 corresponding resources (crystals/sulfur).
Not great.
"Ice Palace" (or something else...): Battles with Azure Dragons - after victory, the hero additionally receives 10000-40000 experience (well, naturally, one should be proud of such a victory ;) ).
Well, 40000 experience is a sizeable number; wouldn't such an object introduce an imbalance?
kcfgogbfalgfl
Auto-translated
I don't think we need other worlds.
Because that would be too much.
Well, 40000 experience points is a significant amount; won't such an object create an imbalance?
It depends on how many Azure Dragons there will be. But, for example, in *In the Wake of Gods*, after Utopia, the dragons give 50000 experience! That's clearly an imbalance. But by the time the player is fighting Azure Dragons, they will already have a high level.
Is it worth imitating WoG and introducing imbalance?
WhiteLizard
Auto-translated
Yes, I was talking about the same thing. I just don't know what else to give the Azure Dragons...
Added 2 minutes later
And I don't think we need any new worlds; if someone wants to create a sky-themed map, they can place it in the Dungeon!
За всем следят машины благодати и любви.
Ogion Stranniy
Auto-translated
Then it would be better to place the land in the Dungeon (lower level) and simply edit the land to resemble the sky and place it on the ground (upper level): as a result, we still have the same 2 levels of land!
And regarding the Ice Palace – why not make it an experience reward? Just don't make the experience requirement too high, that's what I'm saying... 20K would be enough in my opinion!
"Ice Palace" (or something else...): Battles with Azure Dragons - after winning, the hero receives an additional 10,000-40,000 experience points (of course, you should be proud of such a victory).
Why is this necessary? Such a game will no longer be interesting because, for such a reward, you will have to defeat a bunch of Azure Dragons. And imagine how many troops you need for this! In this "Ice Palace," you will lose more than you gain.
Why is this necessary? Such a game will no longer be interesting because, in order to get such a reward, you would have to defeat a huge number of Azure Dragons. And imagine how much of an army you would need for that? You will lose more than you gain in this "Ice Palace."
Mutare Drake is not necessarily true:), and besides, no one forces the player to go there.:). Caption: Limitless treasures await you :D will attract everyone :D
Dear developers of the add-on, I have a question for you: will there be any videos, even if they are of low quality, showing gameplay from the campaigns in the add-on? Perhaps something similar to the scene in Heroes III where Gelu, with his ale, defeats the orcs?
Ogion Stranniy
Auto-translated
To Mutare Drake: It's not at all necessary that the ice palace will be superfluous; after all, the single-player game in SoD wasn't just about opening all the dragon utopias, was it?
Dear addon creators, I have a question for you: will there be any videos, even if they are of low quality, as you progress through the addon's campaigns? Perhaps something similar to the third game, where Gelu and his brother defeat the orcs at the beginning of the game?
Yes, something like that will be included.
Ogion Stranniy
Auto-translated
I reread all the material about the expansion – it should be great! Now, let's get down to business: Will there be new skills? And will the old ones be reworked?
in Heroes of Might and Magic, skills weren't reworked.
well, Heroes isn't really relevant here... we could have reworked them and created new ones – even a hundred, it wouldn't be difficult. But the problem isn't that: adding new skills in itself creates a complete imbalance (it changes the percentage ratio of the overall appearance of each skill, which will lead to such significant changes that it's hard to even imagine, and moreover, it will also cause problems with old maps that weren't designed for an increased number of skills). The only exception in this case is the idea that will be implemented in HotA 2.0: namely, each race will have a kind of analogue of Necromancy (Sorcery in one of the translations). This way, we kill two birds with one stone :) : 1. On the one hand, new skills aren't added, but only replace one of the standard ones (Necromancy) for specific races. (well, for Necromancers in the game, nothing changes) 2. On the other hand, they are essentially new, and they are added – even if with limitations – each skill for a specific faction.