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The patch is out, but the bug with the water source hasn't been fixed. The blue bonus remains permanent.
http://ru.twitch.tv/lizard_wt
In reply to =Lizard=
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=Lizard=
The patch is out, but the watering hole bug still hasn't been fixed. The blue bonus remains permanent.

Um, which patch are you talking about? 1.4.3 hasn't been released yet. This bug was only fixed in that version.
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Sorry, I thought it was a patch, but it's just an update for the HD mod.
http://ru.twitch.tv/lizard_wt
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I've been playing Heroes for quite a while, I watch streams, although I don't have much experience playing with other people. The return of HoTa rekindled my interest in the game and gave hope for continuing this direction. I would like to see the following changes in the game in the future: 1. "Eagle Eye" is the most useless skill in the game and needs an overhaul. For example: Reduces damage from ranged attacks by 10/20/30% depending on the skill level, it multiplies with the "Armor" skill; artifacts that increase Eagle Eye only work if the skill is present. 2. "Wisdom" – due to the abundance of spellbooks, hats, pandoras, and scrolls, it has become a burden for mages. I suggest adding a new property for the expert level of Wisdom: Ability to cast 2 spells per turn with a limitation - one dealing damage, the other being support magic. 3. "Sphere of Inhibition" and "Cloak of Negation" turn Might and Magic into just a warriors' game. The very assumption that opponents might have these artifacts completely discourages me from playing as a mage. Please remove these items from the game. If you compare the development of mages and warriors, warriors can already more easily break through difficult defenses, take external dwellings, and Dragon Utopias; mages need constant mana replenishment, and the presence of these artifacts simply destroys mages. 4. Add control to water magic: a field spell of levels 1-3 of the Mage Guild, which adds movement points to the hero once per turn: without the passive ability of water magic, 300 OP (Order Points) basic water, 400 OP advanced, 500 OP expert, 600 OP 5. Add control to fire magic: a field spell of levels 1-3 of the Mage Guild, allowing the hero to escape to a tavern once per turn (similar to breaking out): without the passive ability of fire magic, escapes without troops, can hire in a tavern for 2500 with a unit of level 1 basic fire allows taking one stack of troops with him (the first one) advanced skill allows taking two stacks of troops expert allows taking all troops 6. "Diplomacy" - even having the basic skill should allow escaping if wearing "War Chains". 7. I think it's illogical when a hero loses on the battlefield or flees from it and doesn't gain experience because he participated in a battle and can be sent to a tavern again. 8. Introduce the possibility for ranged units to choose whether to shoot or attack at close range.
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Androw, you have some interesting ideas. But much of it "has already been done in The Simpsons," in the sense that it's been done in the game. Here, they will most likely say again that it's a "change for the sake of change," which doesn't make sense. Nevertheless, two ideas should definitely be implemented:

1. Regarding the archers. It's actually strange that they can't choose by default whether to shoot or attack manually.

2. The red orb should be completely banned, as it severely limits gameplay. I would leave the cloaks.
http://ru.twitch.tv/lizard_wt
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=Lizard=


1. Regarding the archers. It's actually strange that by default, they can't choose whether to shoot or attack in melee.
Well, maybe it was strange for earlier versions, but not so much for the current one. If we introduce such a feature, we'll have to nerf the pirates, especially the corsairs, who will be able to destroy everything without any problems. Currently, playing as them requires solving interesting tactical puzzles based on the 4-shot limit. For example, you can either shoot or save arrows for melee combat, but at the cost of 2 turns and some risk. We could, of course, give them a bonus, but take away one shot in return... But that's not a perfect solution either. In general, let's see how we decide.
In reply to nik312
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nik312
If you implement something like that, you’ll have to limit the pirates, especially the corsairs, who will destroy everything without any problems.
(goblins, dwarves...)
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In HoTa, a new cloak can be equipped by a mage, and combined with Power of Order, it will result in the same Knight Shield. And the main advantages of the mage are at levels 4 and 5. So, Power of Order is not better than Knight Shield in any way...

The Simpsons had too many features, which made the game almost unrecognizable, and the abundance of settings made you feel nauseous.
In reply to ЯR
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YaR
(goblins, dwarves...)

Actually, no. Just like Lorelei in Warlock, Anabelle will be able to easily defeat hordes of golems/earth elementals and so on by the 3rd day. Is that a bad thing, though? More likely, it's just an extra strategy for a rather weak "Cove" and that's it.
http://ru.twitch.tv/lizard_wt
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=Lizard=
More like an additional, albeit weak, outpost than a proper castle.
Well said!
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I would also like to see a command mode in the game, where you can make simultaneous moves for all allied units.
In reply to Androw
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Androw
I would also like to see a turn-based team game in Heroes. To do this, it is necessary to make it possible to make a simultaneous move for allies.

Team play in Heroes is precisely that allies take turns. Otherwise, it will be utter nonsense, believe me.
http://ru.twitch.tv/lizard_wt
In reply to baratorch
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baratorch
actually, simultaneous turns for allies already exist, but they are of course interrupted upon contact (including between allies).
So, most often this will happen on turn 111, when I buy a hero in an allied castle...

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