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9 years ago
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Units in the War of the Worlds mode receive 50% of the experience gained by heroes. The training skill does not affect units.
In reply to FireToSky
9 years ago
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FireToSky
There wasn't.

It definitely was in TE.
When did they fix it?
Judging by the gameplay of VT from TE, it seems to have originated there.
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9 years ago
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shpilenger
But this is clearly unnecessary: having the ability to steal a control spell on the adventure map.

If everyone is complaining about the lack of control, why not create an additional way to obtain it? And a skill that only works in the final battle doesn't seem very appealing.

By the way, here's another interesting detail for those who pay attention (it's so interesting that I'm not even sure if it should be added) - the ability to see what spells master genies, fairy dragons, etc. can cast on the adventure map, and the ability to learn one of these spells.
In reply to Marcus Aurelius
9 years ago
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Marcus Aurelius
If everyone is complaining about the lack of control, why not create an additional way to gain it? And a skill that only works in the final battle doesn't seem very appealing.

By the way, here's another interesting idea (so interesting that I'm not even sure if it's worth adding): the ability to see what spells master genies, fairy dragons, etc. can cast on the adventure map, and the ability to learn one of these spells of your choice.
I was just thinking. It's not easy to implement, but in terms of gameplay, it looks cool. Stealing control from an opponent, but only for one hero. It's perfectly legitimate, and it balances the odds a bit. We need to come up with a calculation system. At what distance, do you need a certain spell power, etc.
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9 years ago
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The power of magic probably doesn't matter here, as sending an eagle to the enemy is more of a skill than a spell. The range can be set equal to the scouting range of that hero. As for requirements and limitations, I think a single obvious requirement would be sufficient – a certain level of wisdom. As for "for 1 hero," it's obvious that the spell only goes into the spellbook of the hero who uses the "keen eye" skill.

P.S. another small addition to the "eagle eye" – all spells used in combat against opponents and neutrals are instantly added to the hero's spellbook, and they can be used immediately in that same battle.
In reply to Marcus Aurelius
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9 years ago
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Marcus Aurelius
The power of magic probably doesn't matter here, as sending an eagle to the enemy is more of a skill than a spell. The range can be set equal to the scouting range of that hero. As for requirements and limitations, I think a single obvious requirement would be sufficient – a certain level of wisdom. As for "for 1 hero," it's obvious that the spell only appears in the spellbook of the hero who uses the "keen eye" skill.

P.S. another small addition to the "eagle eye" – all spells used in combat with opponents and neutrals instantly appear in the hero's spellbook, and they can be used immediately in that battle.

What, then, is the point of artifacts that increase the percentage of "eagle eye"?
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9 years ago
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PROger
What's the point of artifacts that increase the percentage chance of Eagle Eye then?

Yes, I didn't think about that. So, it would be better to leave the chance of forgetting a spell used in battle, but if the attempt is successful, the spell is forgotten instantly, not after the battle.
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9 years ago
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***

Well, I'll continue writing my letter to Santa Claus :)

This time, I'll talk about control.

The current situation, with everyone obsessing over two spells and building almost the entire game around these two spells, doesn't seem beneficial to me (and probably not to others either). Many ideas have already been expressed on this topic, including rebalancing the schools of magic and adding new control spells, but all these ideas have been limited to changing the magic system. So, here's what came to my mind: you can create competition for control spells not only with new spells but also with new objects on the map. (Although, since the City Portal object has been added to the game, the developers have probably already thought about this).

Creating an object that replicates the functionality of the Dimension Door spell would probably not be very reasonable, since there are already objects with similar functionality on the map - portals. If you increase the number of portals so that you can quickly reach any point on the map through some portal, the value of the DD spell will decrease naturally.

Regarding the "Fly" spell, there's a beautiful and atmospheric idea - add a new object called "Pegasus Stables." This object would have quite a high value and would equip the hero's army with flying horses, allowing him to fly around the map for the rest of the week. At the same time, similar to regular stables, you could upgrade pegasi for free in the Pegasus Stables.

I also came up with two objects with completely new functionality, but they fit well into the game's mechanics:

1) Summoning Portal. Unlike the dungeon summoning portal, which for some reason clones troops instead of summoning them, the external Summoning Portal would allow you to buy troops from all available dwellings and cities. When visiting the object, a list of available cities appears (as when using the Town Portal spell), plus a list of external dwellings.

2) Communication Portal. An object for instantly exchanging troops and artifacts between heroes. When visiting the object, a list of all heroes in the kingdom appears. You select the desired hero - an exchange window appears, as with a normal hero contact. The object can be used no more than once a day.

Corresponding spells can be added to the fire and water schools. An option can be added to the template settings - the maximum number of casts on the adventure map. (It's strange why you can only cast one spell per round in battle, but on the adventure map - as many as you want).

All of the above will not only balance but also speed up the Gameplay, which is more of a plus than a minus. Another interesting point is that these objects will significantly reduce the need to build chains, which cause confusion (in some cases, even rejection) in the minds of new players, and in general, they don't look very good from the perspective of game logic and common sense.
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9 years ago
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By the way, here's another suggestion regarding heroes: why not add the ability to "create" your own hero directly in the game? Create a subfolder in the "_HD3_Data" folder for custom portraits, and in the game itself, in the map generation settings, add a "create hero" button where you can choose a name, portrait, class, starting skills, specialization, starting spell, and even write a biography if desired. That would be really cool.
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9 years ago
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I'll duplicate it here just in case
grey1s
Was watching a Jebus Cross game and had an idea about spectacle. What if we changed the game viewing format to a condensed and post-factum one. Create a mod (or improve an existing one) so that it automatically takes screenshots of important events (hero leveling up, building construction in town), etc., and then stitches all of this into a video sequence.
This would cut down time spent on movement, battles, cursor-waving across the monitor, and most importantly - the opponent's turn. Of course, a ton of information about the specifics of a particular battle and such would be lost, but sacrifices have to be made somewhere.
+ I think applying this kind of digest add-on to game reports would greatly improve them.
Marcus Aurelius
+1! I've been thinking about this for a long time! Let me add my two cents - make it possible to screenshot the entire map at once, including a mini-map variant that shows both air and ground views. It's painful to watch streamers manually screenshotting this map piece by piece.
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9 years ago
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so that under the arrow indicating the turn (showing where the hero is going), the movement points are counted (displayed at the bottom), like in the picture, or even a flag from which the movement points would be calculated, and even better, both; and so that in battle, 10 cells from the arrow are highlighted (when clicking on the arrow) a straight arrow covering 10 cells

Move some spells:
Earth Protection to the second level, Frenzy to the 3rd level, and all control spells to the 6th level of the guild (portal, flight, and door)

In reply to ДаУ
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9 years ago
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with diplomacy, you can also make creatures join you, just like with Necromancer, where 5, 10, or 15% of creatures join.
In reply to ДаУ
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9 years ago
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DaU
With diplomacy, you can implement a mechanic where units join you, similar to how Necromancy works, with 5, 10, or 15% of the enemy units joining your side.

Instead of 15 skeletons joining, 15 Cyclops or Ducks would join (and no one would stop you from converting them into skeletons if they don't fit in the stack, as there's an external converter available). A very balanced change.
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9 years ago
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An artist with a gift, drawing as if under the influence of marijuana smoke, or whatever else he's smoking.
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9 years ago
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Cool ideas for spells: In the original King's Bounty (NWC, 1990), there were 2 field spells: Raise Control - increases leadership. In Heroes, you could make it so that it increases morale on your turn and the opponent's turn (if they attack) - it would be a fairly popular spell. Instant Army - increases one of the troop stacks by several units. In Heroes, you could create a function similar to the object I suggested:
Marcus Aurelius
1) Summoning Portal. Unlike the dungeon summoning portal, which for some reason clones troops instead of summoning them, the external Summoning Portal will allow you to buy troops from all available dwellings and cities. When visiting the object, a list of available cities appears (as when using the Town Portal spell), plus a list of external dwellings.

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