It's not entirely clear how the developers originally intended this to work. The property itself was likely not added by accident and is probably not a bug (just like the fact that psychic elementals deal half damage to creatures immune to mind control isn't a bug), but it's possible that it was mistakenly assigned to the wrong artifact or was overlooked when artifacts were assigned prices and levels – it's hard to say for sure.
Posts from HoMM3 HD is a mod (add-on) for the game Heroes of Might and Magic 3.
are there no bonuses to morale (or anti-morale) from the creatures themselves, the terrain, etc.?
Terrain. Holy ground gives +1 morale to good creatures and -1 to evil creatures, while devil's fog does the opposite.
Creatures... Angel/Archangel grants +1 to morale for all troops, Bone/Ghost Dragon grants -1 to morale for all enemies. Minotaurs always have positive morale, regardless of who they are with and who they are against. Hobbits always have positive luck, and Devils/Archdevils reduce the enemy's luck.
Terrain. Holy ground gives +1 to morale for good creatures and -1 for evil creatures, while devil's fog does the opposite.
It's not entirely clear how the developers originally intended this to work. The property itself was likely not added by accident and is probably not a bug (just like the fact that psychic elementals deal half damage to creatures immune to mind magic is not a bug), but it's possible that it was mistakenly assigned to the wrong artifact or was forgotten when artifacts were assigned prices and levels – it's hard to say for sure.
The artifact is located in a row (in the editor) among the treasure class, and it follows the order: three artifacts for luck, three artifacts for morale.
The artifact can be given at the start (only treasure artifacts are given).
The prices for the artifact on the markets correspond to the treasure price. Therefore, there is evidence that this is a treasure artifact. With properties similar to other artifacts from this class, but in a single direction: either protection from forgetfulness, or from hypnosis, or from berserk. If it's protection from some kind of magic, then it's protection from one type.
But the image of the artifact itself in battle points to a bug. If the pendant against berserk simply prevents it from being cast with a corresponding message in battle, then when berserk is cast on a hero with the courage icon, there is no prohibition, it can be cast, mana is spent, but there is no effect. At the same time, when you cast it on the supposed unit, the blue outline around it is not displayed as it should after other casts. That is, there are a lot of buggy manifestations. In my opinion, they simply mistakenly copied the entire code for protection, which was somewhere nearby.
It is incorrect to draw an analogy with psychic elementals. With elementals, there are a lot of features with vulnerabilities, immunity, which, nevertheless, fit into the model that mind magic is less effective against mindless creatures, undead, or similar ones.
For example, I am more interested in the fact that rings of life with the same property belong to different classes.
By the way, when will they fix the bug with the Badge of Valor, which, in addition to +1 to morale, also gives protection against spells that affect the mind? This is no less important bug than the refugee camp or neutral zones.
Wow, I've been playing for so long, and I didn't know that :smile07:
I think it would be logical to fix it by leaving only the +1 to morale.
But it's obvious that in the editor and manuals, it's only attributed with the property of "increases morale by +1".
The artifact is located in a row (in the editor) among the treasure class, and it follows the order: three artifacts for luck, three artifacts for morale.
The artifact can be given at the start (only treasure artifacts are distributed).
The prices of the artifact on the markets correspond to the treasure price. Therefore, there is evidence that this is a treasure artifact.
But the image of the spell itself in battle particularly points to bugginess. If the berserker's amulet simply prevents him from casting with a corresponding message in battle, then when the berserker is cast on a hero with the courage icon, there is no prohibition, it can be cast, mana is spent, but there is no effect. At the same time, when you target a potential unit, the blue outline around it is not displayed as it should be after other spells. That is, there are a lot of buggy manifestations. In my opinion, they simply mistakenly copied the entire code for the protection, which was somewhere nearby.
If the enemy hero has an artifact that protects against spells affecting the mind, then when attempting to cast such a spell (in particular, Berserk) and the option to display the spell's area of effect ("Cursor Shadow") is enabled, we will see that the enemy units are not highlighted. This is very useful because it helps to understand that the enemy has a corresponding artifact, and to cancel the spell by casting something else.
(Василь Симоненко. Люди – прекрасні)
Messages pop up immediately after selecting the spell in the spellbook in 4 cases: about cursed land, about the Cloak of Rejection, and about the Red Sphere (unique messages in each case), as well as "The spell will not affect anyone!" if it really doesn't affect anyone (taking into account artifacts, creature affiliation, etc.) and is not one of the first three cases (but there is a bug here – if there is only one target for the sacrifice and it can be both sacrificed and resurrected, there will be no message, but it will simply not be possible to choose a second target for the sacrifice). Another message may appear when casting Clone if there is no space for it, while mana and casting are still spent, but this is very rare.
It seems that these aspects are quite clear; where else should we look?