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In reply to Dirty_Player
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10 years ago
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I agree that it would be great to have the option to choose the attack direction using the arrow keys.
In reply to Toganash
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10 years ago
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It would also be good to "tweak" the same-old OP Dimension Door. :smile26:
For example, increase its cost, say to 40 or 50, and make it so the cost doesn't change regardless of Air Magic upgrades. Otherwise, once the opponent gets Dimension Door, it's game over :smile15:. Of course, you still have to actually find Dimension Door, but even so...
And if they changed the Necromancer's necromancy percentage and removed Mr. Galtran, then Dimension Door needs to be "nerfed" too :D
In reply to thor75t
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10 years ago
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thor75t
It would also be good to "tweak" the same-old OP Dimension Door a bit. :smile26:
For example, increase its cost, say to 40 or 50, and make it so the cost doesn't change regardless of Air Magic upgrades. Otherwise, once the opponent gets Dimension Door, the game is over :smile15:. Of course, you still have to actually find Dimension Door, but even so...
And if they changed the Necromancer's percentage of necromancy and removed Mr. Galtran, then Dimension Door needs to be "nerfed" too :D

This would significantly impoverish the late game; you wouldn't be able to dig up a level 0 hero with 25-30 mana, cast Dimension Door, and snatch something. On the other hand, it would slightly level the playing field in situations where one player has Dimension Door out of the box while the other has it in their book (although for that, it would be better to increase Literacy so that it applies to fifth-level spells). But in any case, this will make the game simpler in the sense that there will be fewer possibilities, which is hardly a good thing.
In reply to Sanin
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10 years ago
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Sanin
...improve literacy...

Oh, brother, this is the place for you: heroeswt.net (ask Vova).
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10 years ago
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Hello again, dear community. I would like to see Russian legends and epics revived in this legendary game. So, let's get to the point. I present to you a new castle – the KINGDOM. Troops: 1) Mason Level 1) Doesn't fight. Builds a defensive wall on the battlefield like in a castle (in 1 turn, it builds 2 hexes). One wall cell in one hex has 100 health and is pierced by infantry, archers, or ballista. You can build a maximum of 2 walls on 4 hexes (for example, to block archers or mages). 2) Bogatyr Level 1) Alyosha Popovich. Double attack like a Crusader. Level 2) Dobrynya Nikitich. Shoots. In melee combat, double attack of a Crusader. 3) Leshy Level 1) One-eyed Leshy. Attacks with branches at a range of 2 hexes, like a "reduced" archer. Level 2) Wild Leshy. Attacks with branches at a range of 4 hexes. 3a) Alternative building for Leshy: Doctor Aybolit, does not attack, but when approaching a dead unit, it revives it (if it reaches it, of course) according to a formula that I haven't come up with yet. 4) Baba Yaga Level 1) casts a random negative spell each turn (slowdown, curse, disease, or weakness...) on enemy troops within a diameter equal to the number of Baba Yagas / 15. That is, 15 Baba Yagas cast in one hex. 30 will cover a hex with a diameter of 2. 45 - a hex with a diameter of 3... 5) Koschei the Deathless Level 1) Koscheichik. Infantry, revives 3 times. Level 2) Koscheishche. Infantry, revives 4 times. 6) Swamp Monster Level 1) constantly invisible, moves only along the edges of the field (left, top, bottom, right). Unconditionally drags enemy troops into the swamp in the amount of [(number of monsters) * 50] / (HP of the enemy). That is, a monster can drag, for example, spearmen with 10 health (1 * 50/10 = 5). Two monsters will drag 10 spearmen. It becomes visible only when a mass cast, mass words, or dispel is applied, but for one turn, then it disappears. And also visible for 1 turn after it attacks. 6a) Alternative building for Swamp Monsters: Nightingale the Robber Level 1) does not attack, but with a whistle each turn, it stuns any enemy for 1 turn. 7) Zmey Gorynych Level 1) one-headed snake, does not fly. Level 2) two-headed snake, flies. Level 3) three-headed snake, flies and has a 40% chance of an additional fire attack. So, I've shared the idea. Don't throw tomatoes, and if you do, don't throw them at me. The amount of HP, design, attack, defense, and all other stats, of course, are left to the imagination of the wonderful developers, who have already demonstrated their skill with the "Harbor" castle.
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10 years ago
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~~~
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10 years ago
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Ugh, darn!
As it turns out, people have been trying to implement similar ideas for a long time.
I haven't seen anything quite like these ideas about the game's core mechanics yet.
We could introduce a dependency for some units on the cardinal directions.
1) For example, the Southerners (Phoenixes, Dragons, Fire Elementals, Ifrits, all fire-based or fire-related units) start to suffer on snowy terrain (around the Titan's castle). In addition to skipping a turn due to low morale, a Phoenix might skip a turn because it's taking sick leave, as it caught a cold in the snow. The same applies to Giants, Titans, and snow units on fiery terrain.
2) Replace the Thief Hut with a tavern with prostitutes who, for 100 coins, reveal information about enemy heroes.
3) Replace the Fountain of Luck with a brothel for officers. In it, you either get +3 morale, or -3 if the ladies were "unfavorable" to the officers.
4) We could develop the plague idea, turning it into diseases. An army moves through snowy terrain (Titans, mechanical, and undead units are immune to snow). With some probability, let's say 2%, one of the stacks might get sick and decrease in number.
4) When visiting a looted crypt, there is a chance of a collapse and the loss of some units.
5) Some neutral creatures might demand payment or engage in combat for passage.
Perhaps one of these ideas will be appealing, or, I hope, it will inspire the developers to come up with a new idea
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10 years ago
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I don't know why, but I haven't laughed so heartily on the Heroes of Might and Magic forum in a long time.
Keep writing, and do it without irony :)
In reply to The_
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10 years ago
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The_
I don't know why, but I haven't laughed so heartily on the Heroes forum in a long time.
Keep writing, no irony intended :)
But how do you think new castles should appear?

You play HotA, and yet you complain.

Inferno could have been added to the game (especially in HotA), as could a skeleton converter without requiring a Fortress. The Treasury and Fountain in the Rampart could be made cheaper. The ability of monsters to reduce armor could be reduced, from 80 to 60, for example. The Grail could be reduced from 5 to 2500, for example. The initial growth rate of creatures from levels 1-6 could be increased by 50%.
In reply to ДаУ
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10 years ago
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DaU
But how do you think new castles should appear?

You seem to be playing the game, and yet you're complaining.

They could have included Inferno as a transition option in the game (especially in HotA), and the Skeleton Converter without requiring a Fortress. They could also reduce the cost of the Treasury and the Stream in the Rampart. It would be good to reduce the armor reduction of creatures from 80 to 60, for example. The Grail could be reduced from 5 to 2500, for example. Increasing the initial growth rate of creatures from levels 1-6 by 50% would be a good idea.
I never intended to complain; everything is great.
In reply to The_
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10 years ago
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The_
I didn't even think about complaining; everything is great.

:D
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10 years ago
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Suggestion: introduce an additional requirement for building a Vampire Castle – GM level 2.
In reply to =Lizard=
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10 years ago
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=Lizard=
Suggestion: introduce an additional requirement for building a vampire upgrade – GM level 2.

Hmm. And why? Right now, Necropolis is strong precisely because at level 121, they can build and buy lords, and even if things weren't great financially in the beginning, they can start the second week by quickly destroying objects. This compensates for some of the difficulties of the first week and the lack of a large number of skeletons. At level 122, this no longer looks like a significant bonus, as most castles are capable of managing this right after the growth appears.
In reply to nik312
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10 years ago
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Suggestion: Allow monks to cast the blessing spell after upgrading.

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