Explain to a noob why Tower is a weak castle. Record-breaking starting firepower, the strongest level 6 unit, perks like Mages and Master Genies. Is it only because of the lack of starting heroes and difficulties taking cons not on native terrain?
Posts from "HW rulez" mod (add-on) for HoMM3.
Explain to a newbie why the Tower is a weak castle. It has a record-breaking attack power from the start, the strongest level 6 units, and bonuses in the form of mages and genies. Is it only because of the lack of starting heroes and the difficulty in capturing Conflux outside its own territory?
How much are you willing to pay for a Tower at the auction?
How much are you willing to pay for a Tower at auction?
A Tower with a built 2nd level and one without are two different things.
In HotA, they slightly fixed the building chain, and the 2nd level is always built, so there are no problems with that.
But in SoD, the situation is such that in most cases, you only get 2 Nagas on day 6, and before that, you get unpleasant ranged units that put you in a dead end.
Therefore, there is little desire to pay for that.

UTC+03:00, icq 593626431
banning the Library for Tower is the same as banning the Mana Doubling for Dungeon or the University for Conflux. The way I see it, playing without the reconstruction is just fine, anyway someone will get control even without any reconstructions, while someone else won't get a damn thing even after the 3rd or 4th attempt.
Well, the Library without the reconstruction still kept Tower at one of the last places in terms of strength on HL+U.
icq: 681350680
Rebuilding does not change the spells that were added to the slots after the Library was built.
1) There is no need to ban the Library.
2) It provides its bonus + allows upgrading Mages.
3) Rebuilding works in the Tower the same way as in other towns (i.e., 5 level 1 slots are rebuilt, 4 level 2, 3 level 3, 2 level 4, and 1 level 5).
I hope this exact option will be implemented in the next HeroesWorld patch.

UTC+03:00, icq 593626431
The most optimal solution for the library in the Tower has long been proposed:
Rebuilding does not change the spells that were added to the slots after the library was built.
1) There is no need to ban the library.
2) It provides its own bonus and allows you to upgrade mages.
3) Rebuilding works in the Tower, just like in other cities (i.e., 5 level 1 slots, 4 level 2 slots, 3 level 3 slots, 2 level 4 slots, and 1 level 5 slot are rebuilt).
I hope that this is the version that will be implemented in the next Heroes & Might & Magic patch.
icq: 681350680
the most optimal option for the library in the tower has long been suggested:
Rebuilding does not change the spells that were added to the slots after the library was built.
1) There is no need to ban the library.
2) It provides its own bonus and allows you to upgrade mages.
3) Rebuilding works in the tower, just like in other cities (i.e., 5 level 1 slots, 4 level 2 slots, 3 level 3 slots, 2 level 4 slots, and 1 level 5 slot are rebuilt).
I hope that this is exactly the option that will be implemented in the next Heroes & Might & Magic patch.
and decouple the rebuilding from the need to first build a Guild Hall level 5. Otherwise, its scope of application is significantly reduced.
1) When holding Shift and clicking on a Guildhall, the upgrade window doesn't always open, even when the fifth level has been built. Through experimentation, I've found that if there are no resources available, the upgrade menu won't open. This isn't very convenient because it's not entirely clear how many resources are needed.
2) If you open the upgrade window and close it without making any changes, you won't be able to open it again on the same day (it just takes you to the guild when you hold Shift and click). Is this happening to everyone? If so, it seems like a bug, and I don't see any logic behind it.
P.S. It would be nice to add up-to-date information to the first post. I had to go through half the thread to find the message about holding Shift to upgrade :-)
Try hovering your mouse over the very top of the guild when entering it. There was a similar bug; maybe it hasn't been fixed yet.
Something in the new version is causing a lot of bugs. Is it just me? I suggest making access to beta versions available only after completing a CAPTCHA, so that only the most civically engaged can play.
1) Remove unnecessary artifacts from the game (the Admiral's hat and other water-related artifacts, and perhaps some other unused ones). For example, angel wings on some templates could also be removed. You could even remove artifacts partially, or create a menu where you can use checkboxes to ban artifacts. Similar to how object bans are currently set.
2) Regarding the shifted guards. How about making all Guard Towers double and reducing the chance of passing through them (you could reduce the value so that they can be bypassed in extreme cases).
3) Regarding banning objects, you could expand the number of objects that can be banned. If you remove more rarely used or prohibited objects, the quality of the map generation for each game will improve. And in general, more flexible hero customization would be beneficial.
And another suggestion on a different topic - I didn't find where to write about this. The HotA version has simultaneous turns, and this is their "selling point" to promote their version. They don't want to implement this for SoD (they say it's not feasible for SoD, although HotA works on SoD). But every feature has a price. Is it possible, for a certain price, to influence the implementation of this feature for SoD as well? The popularity of Heroes is growing, and donations are increasing - it might be possible to try to raise the necessary amount.
Thank you in advance for your response.

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