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It's out!
Download:
https://h3hota.com/en/download
Changelog:
https://download.h3hota.com/upd/changelogs/eng.txt
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From 2ch.org.
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Town screen feels weirdly low quality
as in it should be in slightly higher resolution
Cove and Factory dont have this problem
Also i dont get runes, what are they for, supposed to increase stats as fight goes longer, but upgraded yeti has "has runes" ability, whats the deal with it
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>>2313086
>Also i dont get runes, what are they for, supposed to increase stats as fight goes longer, but upgraded yeti has "has runes" ability, whats the deal with it
>Basically, all your units get very slightly buffed every time they attack, get attacked or assume a defensive stance, with 9 levels of runic buffs at third skill level.
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Interesting fact: For the new Runes skill, there's two ways to learn the skill once you build the building in your town.
1. Be a Bulwark hero
2. Have Scholar
So Heroes that have the Scholar skill can gain access to Runes if they want, a bit of a weird buff for Scholar...
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ALL DEFENSE
NO OFFENSE
JUST LIKE MULLICH INTENDED
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Is this the last faction the team planned or are there any talks about adding more? I wouldn't mind the former since the bloat is already big but there's still Cathedral, aka evil Castle, that was announced way back at the very start of the project. Dunno what other town could they add.
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>>2313367
There were rumors of the Пpeдeл 'Threshold' town inspired by Lovecraft and D&D illithids.
https://heroes3towns.com/?town=asylum&page=arts
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>>2313103
>>2313110
They are perma-runed. Your units don't get Runic buffs unless you have the new Runic skill. Yetis do get them regardless of you having the skill or not.
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>>2313077
The grail building looks really cool even though it's useless (+20 defense to garrison hero; basically Stronghold grail, just flipped).
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>>2313399
Gotta say, the town looked a bit off/awkward in the trailers, and the release definitely seemed rushed. But actually playing it and seeing it in action feels great, everything just clicks. The music is awesome and I really like how primal is this Vori interpretation, with man-apes/yetis, mammoths, frost giants, and chad spear-throwing elves. I'd say the new town is better than Cove, but not better than Factory. I guess between now and the new campaign release they'll refine it even more.
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>>2313412
>than Cove, but not better than Factory
>unironically thinking that pirates and sea snakes are worse than cowboys and sand worms
Aldo, rams are fucking stupid. Why not make them be at least elves' rides or something?
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Grail puzzle.
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>>2313447
Yeah, overall I think the whole unit line-up is cool. My only issue really only being mountain goat, especial with mammoth also in the roster. Like I don't think the town need two regular animals as units. I would rather see an another mythical creature instead.
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I really dig how this skill works. You get tanky units that are stronger on the defense but weaker on the offense on average; but the more they tank/endure, the stronger they become. And you have zero fliers. Real burly, brawly faction for once.
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>>2313427
Fuck, what can I say, Factory is peak in my opinion. I love the wasteland terrain, the frontier look, the nature vs steampunk theme, and the units are great. I think it's a good compromise between adding a tech-oriented faction that doesn't disrupt the homm feel, and going full fantasy star trek cyberpunk retard like in Might and Magic.
>Rams
I don't mind them that much, they seem a bit mundane, but that's ok; the upgrade has a superb effect. Bulwark already gives big homm2 feel and mundane units were more common there (wolf, boar, etc.), and I think HotArds are taking big notes from homm2, which is generally a good thing.
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>>2313453
>>2313481
For me, I wish we had a few more mundane animal units (My prime contenders would be Tigers, Lions, Bears, and Rats), they'd be incredibly useful for mapmaking a proper wilderness.
I think the rams are fine, and they even worked to make them a bit more fantastical compared to their original design, which was just "my mom's goat".
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>>2313399
>Dungeon
>Increases the Spell Power of the defending hero by 12.
>Stronghold
>Increases the Attack of the defending hero by 20.
>Fortress
>Increases the Attack and Defense of the defending hero by 10.
And now this. And we have it because Fortress didn't fully commit.
I Dislike these statbooser during siege filler grails. Probably due to being very specific for one single town. Maybe could be improved by making them count on ALL besieged towns you own.
But guess there is yet enough room for filler grails.
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>>2313690
Heroes III Succession Wars is kinda following that logic; their Witch town, which is basically supposed to be a Homm2 version of Fortress, has Wasps, Toads, and Mantises. And even though they might not be fantastical beasts, they still fit like a glove with the town's swamp theme and look great.
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i play this shit every day and occasionally watch some homm3 youtube shit and i havent heard a single thing about another town being in the works. feels like factory just came out, theres no way this shit is polished
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>>2313883
The answer is that Factory took a ton of time because Docent, the lead dev, died during the middle of production, and they had to review their entire management. Since then, they've had effectively a resurgence and I'm pretty sure they have some wealthy slavs giving them financial backing under the table since they have big russian actors doing motion capture for the project.
The campaign parts are also where a ton of the work goes into, and none of that is included with the update, this is basically JUST the town.
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>>2313883
then you must be blind, deaf, probably autistic, and live under a rock. Bulwark/Kronwerk was in on and off development for almost 20 years, before either Cove or Factory, and there were multiple trailers for it over the past year:
https://youtu.be/5uM--UyP-Kg
https://youtu.be/cnxFSrRPwS0
But I do agree that the release feels a bit rushed; I think they partially did it because the town was basically leaked and they just wanted to stop the town showing up in VCMI or WoG before it was officially released.
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>>2313891
>But I do agree that the release feels a bit rushed; I think they partially did it because the town was basically leaked and they just wanted to stop the town showing up in VCMI or WoG before it was officially released.
I wouldn't be surprised if Day of Reckoning also played a factor, since they announced their Vori town BEFORE HotA technically did (everyone knew about Kronverk but it was always publicly a "maybe someday we'll return to it" thing). Considering the leak and now another high profile mod team doing their own take, they probably wanted to get their take out the door before anyone could try and cry plagiarism.
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>>2313435
here's the full puzzle, you were missing a few pieces there
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>>2313898
I doubt it DoR had anything to do with it; HotA is established enough to not care about what other teams are doing, plus DoR is aiming primarily for the single-player chunk of the homm3 base, not the multiplayer where HotA is the standard for a decade now. DoRks already seethed when it was announced Olden Era will feature a new winter town, bcs they felt it infringed on their ideas lol. Plus, it's dubious how DoR will play once it finally releases, I think they bit far more than they can chew; whoever thought it was a good idea to create three new towns at the same time while DOUBLING the amount of units and unit upgrades for all factions, not counting new neutrals, was retarded beyond belief. Nevermind the programming and 3d modeling work necessary for such an endeavor, just on the faction identity and balancing side of things that is a hell no one should ever experience. I do like how their Forge town screen looks, Palace has some cool units, but Grotto seems like it's gonna be ass (shrooms bruh).
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>>2313898
>high profile mod team
How are they 'high-profile' if no version of their mod has released?
>>2313919
Good luck getting that return on investment of 40 gold from 1 gold/turn when most scenarios take a month to complete.
>>2313929
Exactly. DoR exists only in teasers.
>DOUBLING the amount of units and unit upgrades for all factions
I think they only talked about adding some alternative units (1 unit per felavtion plus upgrade).
https://mightandmagic.fandom.com/ru/wiki/Heroes_of_Might_and_Magic_III :_Day_of_Reckoning
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>>2314006
>>2314013
I disagree, I don't think Palace is bad but it feels too over the top fantastical. Like, compare the town screens. Palace feels very warm, fairy tale, and fantastical. In contrast, Bulwark feels more otherworldly and foreign. Like you're at the edge of the world where you're not supposed to be, and everything is more primal. I think the green sky really helps sell that vibe.
While I don't know if New World would've made the Vorri like HotA team did, I do think the HotA team sold the idea of their homeland being strange, unwelcoming, and a truly forbidden place
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>>2313459
I think it's over the top. A single def gives a unit equivalent of extra 4 hero att/def skill points + 1 extra speed. And you can stack up these bonuses three times.
It sounds like a broken war cry system from HoMM V orcs. But there you were actively promoted to be proactive instead of sitting on your ass.
>>2314015
I feel like the word you're looking for is 'whimsical'. Palace gives Christmas-y wibes as if you took Santa gremlins from WoG and took it to its logical conclusion.
But I've never imagined Vori as norf Vikings either. I imagined Gelu come from some more sophisticated place, like high elves but snowy.
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>>2314026
>But I've never imagined Vori as norf Vikings either
There's not really that much viking stuff here, the main stuff being the Jotunn. The rest of the Bulwark is more various Northern cultures, probably more arctic-circle eskimo stuff than anything else.
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>>2314006
the main issue I have with the Palace is how busy the town screen is, there's just too much bloom and shit going on there; it looks as if it has two fucking grail buildings, no breathing room from all the clutter, plus the town sprite looks like Disney world, and the schizo Christmas-y viking x Japan feel ain't helping. However, some of the units they have in mind for it like their version of the Snow Elves and the White Tigers are quite good. Bulwark on the other hand I like because it surprised me with how primal it's interpretation of Vori is, which kinda makes sense because the island is supposed to be so frozen, that it's also frozen in time. I like the runic stuff, and I like how brutish everything is. I think HotA did a better job overall, but the Palace is a nice attempt too.
>>2314026
Gelu is only half-Vori though
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>>2313990
>when most scenarios take a month to complete.
exploiting the game and combat AI is your very own, conscious, and deliberate choice. Personally I got sick of one trick pony OP shit after the first time and just play normally without minmaxing every single game mechanic
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>>2314044
I see Bulwark as a mix of Slavic idea of Hyperborea with some real life Arctic indigenous cultures. Elf units are clearly supposed to be whalers as they throw harpoons.
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Bulwark feels a bit like an alternate universe Fortress.
Has anyone figured out any nice strategies with the Jotunn? Could probably kite the AI very well with them. Don't know how early you could get them out, while Mammoths are very easy to rush.
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>>2314217
Jotunns are the best new unit imo, not because they are powerful stat-wise (they are not), but because they are superb play enablers that make a ton of existing units infinitely better. Teleporting Hydras, Cerberi, Dendroids, Gorgons, Automatons primed to explode, or a bunch of other units behind enemy walls and/or right smack in the midst of their shooters/spellcasters is great fun. Runic skill only makes things worse for your opponent and -2 speed to fliers is just the cherry on top.
>>2313919
I disagree. Basic unit is just a weaker zombie, but still very tanky for T1. With the upgrade they go from Speed 3 to 5 and with Runes they go to 8 speed while still being very beefy for their tier/cost. The gold bonus is a neat cashback option (albeit largely irrelevant), but their tankiness is what makes them really useful, they just need a bit investment to get going. Combine them with Bulwark's Shield specialist and you can run into ridiculous situations where Kobolds can't take more than 1 dmg from any attack, clearing Dragon Utopias like it's nothing.
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>>2314044
>>2314214
I mean some of their buildings and unit weapons/garments are definitely viking inspired, and you know, the whole rune thing. But yeah, they only have Jotunns as an explicit norse mythology creature. DoR Palace is definitely more egregious in that regard, with literal viking/einheri units, scandinavian gnomes (nisse/tomte), also Jotunns for T7, and Jarls for the might hero class.
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>>2314006
>>2314015
I always imagined Vori as quite mystical place so Palace seems to me to better represent it, but Bulwark also looks cool and honest my perfect vision of Vori would probably be some mix of both towns.
But that's based on my own interpretation of the place. One of Heroes Chronicles episodes, The Sword of Frost, actually takes place on Vori. I haven't played it but it probably the best source of canonical information about the island and snow elves.
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>>2314026
>>2314152
Not only was Gelu a half-elf (half-Vori half-human), he was also an orphan that was found as a baby by the soldiers of the Talon Brigade and was raised in the Erathian military, pretty much Guts-style, just without the grimdark demonbad stuff. Thus he has zero links to his Vori heritage/culture apart from his genetics, he's basically an Erathian for all intents and purposes. His red hair is also a not so subtle hint that on his human side he's related to Queen Catherine (Vori elves are not redhaired), possibly making him a distant part of the Gryphonheart family line.
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I think I like Palace slightly more.
Often elves are divided between the more advanced high elves and the more secluded wood elves, and with elves on Enroth I felt like Vori were the more advanced type of elf despite being the secluded type, and I feel like Palace captures that a bit more, it's like a hidden advanced kingdom like snow shangri-la, while Bulwark looks more primitive, like I think more barbarian when I see that.
It's nice to see stonehenge back from homm1+2 elves for Bulwark, but I value more the asian architecture you see in rampart. Cherry blossoms may be a bit too on the nose, but I like them.
They both have viking longhouses, I guess the Bulwark one is more historical and grounded,
In a vacuum I think Bulwark would be better, but specifically for Vori I think Palace is a closer fit.
Maybe toning down the whimsy by 25% on Palace would be my preference and skipping mario kart rainbow road.
The sky army is so cool in the Bulwark skyline.
Need to have a look at the unit lineups.
I vaguely remember Palace having like a titan looking thing that looked like it had a frost type of armageddon attack.
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Just played another match with Bulwark and I'm really enjoying them. Never liked playing Cove or Factory but the new lineup has lots of units that are fun to use for a change. I skipped yeti's this time and went for kobolts + elves into Jotunns + mammoth. The teleport ability lets you deal with more dangerous shooter stacks early on. The only downside is their hero roster imo, not many interesting new specializations this time.
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>>2314314
We know Palace T5 will be a Yeti, T6 is Kirin/Sacred Kirin, T7A will be some type of Valkyrie and T7B will be Jotunn. I like the White Tiger the most (bcs of homm4 Preserve) and the Snow/High Elf (which also borrows the ranged retal/first strike from homm4 elves). The rest are kinda dubious, leaning too heavily in nordic/shinto mythology. I would be more comfortable with them if the units had more generic fantasy names (Gnomes instead of Nisse/Tomte, Reaver/Berserker instead of viking/whatever, Ice Queen instead of Yukki-Onna etc.) to fit in better with the overall generic fantasy feel of homm. Like this they kinda stand out in a bad way.
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>>2313990
>I think they only talked about adding some alternative units
Palace has at least two alts that we know of, one for T1 and one for T7. IIRC DoR at one point assimilated the Tides of War team which based their entire mod around alt units and DoR then just expanded on that. So it might not be an alt for every tier but there's definitely a ton of them and with it a ton of work involved.
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>>2314296
So, is the gimp getup an Erathian thing?
>>2314267
>>2314314
>>2314325
I think one of the glaring issues is that Vori were supposed to create the sword of frost. Doesn't make much sense that a faction that created such a weapon would be limited to level 4 MG.
>>2314352
>Tides of War team
I googled their work and the first few results in Google made me facepalm.
>Mesomerican winged serpent recruited from a pyramid is a unit for Stronghold
>Troll is a unit for Fortress
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>>2314296
So, are you saying that he had the claim to the Erathian throne and could have continued the Gryphonheart dynasty, but instead he choose to nuke the world?
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>>2314381
>gimp
The outrageous outfit is probably just part of his guerilla getup as the member/leader of one of the most elite Erathian special forces unit, the so-called "Forestguard" along with the war paint/camo (tattoos?) on his body; they specialized in recon, infiltration and ambush tactics. Also, he's an orphan, so maybe it's just part of his emo phase he never grew out from. Or both. Gelu is a Mary Sue after all.
>>2314464
we don't know how far removed he was from Catherine, so we don't know how strong his claim was. The connection was never realized in the games, so it's irrelevant. Gelu did briefly see himself as a king of Erathia though, as he was going more and more delulu from the visions of grandeur the blade was giving him.
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>>2314296
>>2314464
>but instead he choose to nuke the world
The conclusion is that you should never trust elves, even if they are half-elves. It doesn't matter which universe it is, because it's the same rule. NEVER TRUST AN ELF!
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It's a mythological creature from East Asian legends, usually named Kirin or Qilin, kind of a dragon horse.
>>2314580
I guess he means in the sense that mammoths are not a fantastical/mythical beast, but a real animal, although extinct (and possibly geting de-extincted soon).
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>>2314314
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I don't know.
Snow/Steel Elf and Snow/High Elf are both really cool.
I like the Palace Kirin.
Both going for a snowy giant type as a tier7 is fine too.
After that it gets kinda messy, Bulwark mostly because I don't like the primitive barbarian theme they went for.
My ideal t3 to t7 would probably be
Steel Elf
Yeti(Bulwark)
High Elf(Palace, moved up from Tier 4 to Tier5)
Kirin
Jotunn(Bulwark)
Not really sure about t2-3.
I like the tiger,but lowering it to t2 feels like a diservice, and moving down steel elf doesn't feel right either.
Maybe taking the palace t1 and renaming it to gnome.
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>>2314165
>No idea what you're talking about. I mean default medium sized maps.
and I mean exploiting AI like rushing the enemy, stealing their resources, making their units helplessly run in circles in combat, zoning their heroes on the map, baiting counterattacks with single stacks, etc
You could just rush capitol, recruit all unit tiers in your castle, explore and capture your part of the map, develop your main hero, and then win with 99 in all stats, 5000 mana points and skill modifiers so busted in late game you don't even need artifacts. And you could have fun.
Or you could just minmax and speedrun the game, beat everyone and everything in one month and complain the kobold ability is useless.
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>>2313929
I do believe that DoR had something to do with it, since Kronwerk was originally a Dwarven and gunpowder focused town with a good alignment, before it suddenly shifted to Vori and Viking/Siberian tribes theme with a neutral alignment (something the HotA team seem to have a hard on for some reason)
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>>2314214
I think he's in the wrong game.
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>>2314639
>>2314152
Palace looks like Santa's workshop with a Christmas market, where you get wooden toy trains for a discount.
It's fitting for a good aligned interpretation of the Vori, yet then again Bulwark is a good interpretation for a neutral aligned more grim interpretation of the Vori, but I can't but think that dwarves would've been a better fit here.
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>>2314783
Kronwer was envisioned decades ago, when HotA team was nowhere close to what it is today. When the first concept was created they didn't care that much about the lore nor they had the burden of quality they impose on themselves now, to make expansions to the base game that are on par with the official expansion material that 3DO released, let alone their reputation in the homm multiplayer/tournament community always being the biggest stake. Times changed, HotA team changed, and with it Kronwerk changed to become Bulwark. We got a really good dev talk recently about how Factory came to be and the long road it took to get there:
https://www.youtube.com/watch?v=8DJbSpONFPg
I hope we get a similar talk for Bulwark down the line.
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>>2314682
>Bulwark's Yeti got D
I can't agree with that. I really like their models. Love how they're humanoid yet they have completely unique stance like no other unit.
>>2314783
I don't think so. Making snow town a representation for Vori and snow elves seems like an obvious choice considering their place in the lore.
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>>2314533
>when your bro starts ranting about high elves even before hitting the blunt
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>>2314381
Interestingly enough, we only know the Sword of the Frost was created and kept in Volee, the first city of the Vori elves; however, we don't know if it was actually created by them, it's not stated explicitly anywhere (it might have been the Ancients or the Elemental Lords who then left it there for safekeeping). Vori elves were initially not at all different from their mainland cousins, the island was an arborial paradise same as AvLee - pic related is how Volee was represented in the Heroes Chronicles campaign named after the sword. It was the sword of the frost that unleashed an ice age and turned the island into a frozen wasteland we know today, where even time seems to slow down and stop around it. Plus, even if it was created by the Vori, level of mage guild doesn't have to be necessarily indicative of the level of their magical prowess when it comes to forging magical items. It's been milennia or so since the sword was made, the island locked in perpetual ice, and Vori elves going into isolation; maybe they lost some of their knowledge in all that time, separated from the world and it's affairs. Also, there are already enough towns with lvl.5 mage guilds, from a gameplay standpoint I welcome more variety in town design to be honest.
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>>2314889
>Interestingly enough, we only know the Sword of the Frost was created and kept in Volee, the first city of the Vori elves; however, we don't know if it was actually created by them,
This is just desperate cope, stop being so easily manipulated and retarded.
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>>2314339
Btw, similar to Bulwark, Palace should also come with a new unique secondary skill called 'Initiative'. Both Jarls (Palace Might class) and Oracles (Palace Magic class) will have a high chance of learning it when leveling up. The stated effect is not fully known but supposedly it would trigger at the start of a battle (like say Tactics), and a hero with the Initiative skill would get to choose one creature from their army that will receive a bonus to their Speed that only applies to their turn order on the first round of battle. So something like trying to bring the initiative/speed mechanic from Heroes V to homm3, but only for the opening round of combat. Sounds a bit ass now that I've typed it out like this.
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>>2314907
found the elf lover
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>>2314162
brother, do you even Might and Magic? It's dwarves with ray guns and cyborg elves. The Forge town screen in DoR has a nice palette we haven't seen before, industrial pollution flavor with weird high-tech theme. Unironically looks better than the original town screen concept 3DO had in mind for this faction.
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>>2314314
>unironically rating Bulwarks' star fort with a 'D' and Disneyland Castle from the Palace with an 'A'
shit taste
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>>2314942
I was talking aesthetics, but yeah sure, Regnan pirates are a true menace of the high seas
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>>2314165
>>2314923
They should literally just remove or redesign the lane.
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>>2314257
>Combine them with Bulwark's Shield specialist and you can run into ridiculous situations where Kobolds can't take more than 1 dmg from any attack, clearing Dragon Utopias like it's nothing.
Question:
Is it true that any level 1 unit will take more or less no damage (like 100% reduction) in melee if blessed with Shield cast by a level 25 Dalton specializing in Shield with expert earth magic?
As in, 30% expert Shield x (100% + 10% x level 25) = 105%
If yes, this seems to be a very big oversight that is going to be fixed. There should either be a cap on the bonus, or it should be changed from 10% per level to some other way, or a lower scaling to ensure that level 74 does not grant immunity.
Dargem with air shield has the same issue, but at least that is only for ranged damage, and ranged units can engage in melee.
Forgetfulness (expert variant also makes 50% melee forget to attack) specialization scales less well on level 7 units, there is a hero cap on levels, 74, and some units are immune to forgetfulness. Though, at around level 74, it might just about reach around 100% for melee.
Armorer and resistance specialization both do not scale to 100% regarding hero level cap.
Interference can get there, though, with items, but at least it is only spells.
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Loreheads, what's left that HotA could possibly add? I can't really think of to much, even if they were a bit liberal with stuff on Enroth and Jadame.
A desert themed town with Egyptian motifs and Anubises seems like the last obvious thing you could do, with a sorta Stargate theme, though I worry how people would appraise it. Aside from that, what else is there really to do?
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>>2315208
Hmmm...
1. Lovecraftian town based on Plane Between Planes.
They were already considering the idea, long time ago. There is some early sketches.
Olden Era did it. So HotA can give it a shot too.
2. Forge. Teased once as a joke on April's Fools. But then again as an easter egg in the first Bulwark trailer. So maybe it's serious.
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>>2315204
An alternative might be to have the Shield specialization scale equally for all unit levels, but scale it at 2.5% instead of 10%. At level 74, that would be around 85.5% damage reduction, comparable to armorer specialization of 70.5% against both ranged and melee. Armorer without having to cast a spell and not possible to dispel. Shield melee reduction is typically more useful than ranged reduction.
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>>2315208
homm3 factions were basically nation states on antagarich during a specific time which they've expanded from.
Going by just that metric, you have 9 factions on Antagarich, and Jadame is 3 times bigger, so there's definitely room for more.
Problem is just you don't have a lot of games to base that Jadame stuff on.
I think all of the original factions work pretty well, since they're close to each other and realistically come into contact, while a Jadame or Enroth faction don't really have a reason to end up fighting Tatalia(Fortress). Now if that doesn't matter, then maybe basing the faction on lore doesn't even matter that much either?
It's stretching the original premise.
The continent Enroth had 4 factions, and then 6. Realistically all of those creatures still exist there, but how they're organized during the time of homm3 is a bit up in the air. Ironfist's Knights aren't exactly the same as Gryphonheart's Castle.
If you want a more dwarven focused faction, you could definitely work something out there, during the succession war(homm2 campaign) you could save a Dwarven Kingdom on one of the missions, in game they were represented in the Sorceress faction.
There's also the question of how much you're basing a new faction on lore, or on theme.
I think Cove & Factory were more theme based and Vori would be more lore based.
I think you could make a faction of whatever Roland Ironfist left behind, the original Knights with maybe some conquered stuff from the evil homm2 factions or stuff from allied homm2 factions. Like what if you have some chivalrous knights, but with a purple dragon.
Hota probably doesn't want another grass terrain faction though.
Wizards of Air(as homm2 wizards were referred to as), Sorceresses, Dwarves are some stuff you could work with. Maybe remaining orcs and ogres, but not organized as a barbarian faction.
Problem with a dwarf faction is that you need some other stuff in there so it doesn't became bland as hell.
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>>2315208
Insect people, like actual insect people, now that Olden Era is bringing a lot of attention to MMVIII's lore.
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>>2315212
>Forge
I thought Factory suppose to be HotA's take on Forge. You know, the idea being that like Forge it brings sci-fi part of the universe upfront to Heroes series but unlike Forge doesn't clash that much with overall fantasy setting.
>>2315208
I was thinking about Jadame's dark elves as potential race that could be a base of new faction, but they doesn't seem to have any specific theme to work with and I don't know in which direction would you take such faction.
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>>2315204
>>2315214
Yeah, Dalton at lvl. 25-26 with Expert Earth is OP and can make units effectively "immune" to physical dmg in this patch, where they always take 1 dmg from any attacks. You can still spellcast them to oblivion though. With Expert Armorer, Expert Runes, and naturally high def on top of that, things quickly become crazy. There's also a silly bug atm where if a stack of Yetis dies and you resurrect them, they get to keep their innate rune bonuses and stack them cumulatively whenever they're resurrected lol. So yeah, I expect 1.8.1 very soon addressing some of these issues.
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>>2315247
I had similar idea based on that one wasp enemy from M&M, but how do you make faction that 7 or 6 units are various kind of big insects interesting? I have the same issue with the Older Era's Hive which unit line-up is for the most part completely uninteresting for me.
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>>2315315
You're kinda right but they were planning something with living humans. I found some old picture with unit concepts.
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>>2315372
It was a neat concept.
I'd like to see more takes on a "horror theme" in homm rather than just straight up undead through all tiers.
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>>2315410
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>>2315208
>A desert themed town with Egyptian motifs
This one has been requested/pitched to the death, but people often forget desert is a NEUTRAL biome in homm3 that is not tied to any town by design. Most of the ideas for lineups I've seen for a desert town so far are various levels of not!Egypt trash, and the only variant that comes close to executing this faction theme well is the Dervish town from Homm3 SUCC Wars. But I think the idea is so overcooked that it's basically a lost cause at this point.
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>>2315221
>I think Cove & Factory were more theme based
>what is Regnan Empire
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>>2315247
>>2315319
I'm not against the idea of adding insect creatures like Giant Mantis as neutrals or as part of town lineups, but basing an entire faction around nothing but bugs doesn't make a lot of sense to me. Example in your screenshot looks atrocious in all honesty
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>>2315278
>>2315292
I doubt they will ever do Forge now that Factory is released, the two towns would overlap and overstep each other too much. I think it's just more or them giving nods to an unrealized concept/Might and Magic lore and nothing more.
>>2315279
>>2315292
>>2315315
>>2315372
>>2315410
>>2315412
it would be cool lore-wise if it was an evil knight faction from Enroth invading Antagarich, lead by the GOAT
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>>2315514
>lead by the GOAT
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>>2315372
So this would be a reskin of a existing faction? That's kinda lame. What are those guys even based on? The guy with the red armor looks like a evil paladin from Homm2 or a MM6 death knight.
>>2315501
>Homm2 genie as a town unit.
Mother of god...
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>>2315257
>Jadame's dark elves as potential race that could be a base of new faction
as a basis for a unit and heroes, sure; but as an identity for an entire faction I think they're lacking. They don't have a unified state to speak of, they are a loose decentralized confederation of merchant houses, often at odds with each other. Not much meat to work with there.
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>>2315532
dear God that town and lineup look like crap, wtf even is this madeup bullshit? Gives me Courtyard PTSD flashback vibes
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>>2315541
>The Grotto may be a more lore-appropriate recreation of the Grove town, which was itself inspired by the Night Elves from Warcraft III. The Warcraft III night elves have a druidic focus and are the guardians of their world's version of the World Trees; which roughly maps with the theme of the Grotto. There are also similarities in the creature lineup, with "moon hunters/moon slayers" at level 2, "basilisk riders/basilisk champions" at level 5, "spider princesses/spider queens" at level 6, and "quartz dragons/amethyst dragons" at level 7. Some members of the New Grove Team who implemented the town for VCMI are part of the DoR team.
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>>2315548
definitely an improvement
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>>2315214
If one wants the proportion to be preserved between Armorer skill and Shield spell, 2% might be better. This might be the right calculation.
7/340 approximately gives 0.020588, which rounded down gives 0.02 = 2%.
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>>2315718
uh-huh
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>>2314381
>I googled their work and the first few results in Google made me facepalm.
Out of all their alts I only really liked the Succubus for Inferno and the Dragon Golem for Tower. The rest of the designs are meh to terrible.
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>>2315775
forgot pic fuck
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>>2315372
what are the equivalents of pikemen supposed to be? Cripples?
An army of paraplegic retards????? What the fuck were they thinking? I get it's T1 but come on, at least give them Evil Peasants that have some normal case use other than becoming skeletons
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>>2315819
take your meds nigger, you're talking to a different person. I don't even like or play M&M.
Why would devs deliberately make a shit expansion knowing it's shit? The answer is: they wouldn't, because they didn't think it was shit.
Rabid autistic small vocal minority of fans thought it was shit, sent bomb threats to the devs, and the devs caved.
Enjoy your own headcanon reality though, I know you don't have much else in your life
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>>2315821
>Retard.
Retard.
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>>2315825
East shit, retarded subhuman bitch rpgfaggot cuckold.
>Weeks later, I began to realize, what Phelan had envisioned, and what the NWC art staff could deliver, were two very different things. Initial work on the Forge was not promising. After the Forge was cancelled, I told David I had doubts about the ability of the NWC art staff to deliver on what Phelan had in mind. David thought, as it was with HoMM3, it would take a lot of effort and numerous revisions to get what we wanted, but he thought it could be done.
>In hindsight, was NWC capable of realizing the Forge concept? I have my doubts. I could have easily revised the troop line-up to deliver something more traditional, but in the end, my biggest concern was art.
>Phelan Sykes gets nowhere near enough credit for the work she did as Lead Artist. With David Mullich’s assistance, she, Scott White, Adam McCarthy, and George Almond, carried the NWC art staff to a level of quality they simply hadn’t reached before. With HoMM3, the NWC art staff overachieved. Unfortunately, when it came to the Forge, I think we simply asked of them something they simply could not deliver.
https://heroes3wog.net/interview-with-greg-fulton-about-angels-gelu-an d-heavenly-forge/
Shut your subhuman faggot whore mouth and sit quietly in your rpgretard corner, cuckolded twat imbecile.
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>>2315827
>>2315829
This is scrubland btw
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>>2315830
>I made him so buttblasted he's making typos now
thanks for the equivalent of reddit gold kind stranger! Might want to talk to a shrink about your cückold obsession
also,
>The Forge town made it pretty far, we had the entire town, all of the creatures, an entire set of campaign maps and were balancing everything. Once unveiled the community HATED it. To the point that the development staff received snail mail death threats. The community forums set themselves on fire and screamed against all things Forge. The Lead Designer Greg received the brunt of the attacks. Some of the threats were pretty credible; one guy was a Marine living just north of San Diego. He sent us pictures of himself in uniform kicking the crap out other marines and one where he had just gutted some giant fish about the size of himself. Complete with explicit details on how to flay a human.
>That was the final straw, so we scrapped the Forge; town, creatures, maps, everything. The development staff was pretty ticked off, and really confused. This was just before the rise of Steampunk, and we thought it was a great way to continue with the Might & Magic theme to uncovering technology at the end of the games. The HOMM fans wanted none of that, so out it went. This was before the rise of death threats as a way of life on the internet, so it was new territory for us.
>I'm still annoyed that we had to put in the Conflux early. It wasn't ready, and we did a lot of work on the Forge town. This also hurt the franchise as whole. We lost Greg as a Lead Designer, it caused internal rifts at the company because of how things were handled and gave 3DO more leverage over what we did. (Which sucked royally.)
>Jen Bullard, HoMM3 game designer
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>>2315834
>behold.... the ROUGH biome
oh I am laffin
>>2315840
yes, just look how green and full of shrubbery >>2315829 is... it's definitively, absolutely, 100% NOT exactly like a new mexico D-E-S-E-R-T...
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>>2315842
Sorry, I don't speak cuckold faggot, try speaking human speech.
>The HOMM fans wanted none of that, so out it went.
That's fucking right, cuckold faggot. And Fulton confirms that NWC couldn't achieve acceptable quality of this cybershit garbage.
So once again, faggot cuckold, sit in your subhuman faggot cuckold corner and watch us enjoying a franchise free from your cybershit garbage.
>>2315843
LMAO, clueless retard bitch.
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>>2315818
>>2315827
Sorry to burst your bubble.
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>>2315873
More like rpgfaggot cuckolds are seething because they get shat down their throats every time they try to bring up their cybershit garbage.
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>>2315878
>FAGGOT
There is no way they would say that.
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To the autistic sperg that hates Forge, what is wrong with science fiction elements in fantasy games? Science fantasy basically?
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>>2315877
>>2315879
>>2315888
Let the subhuman rpgfaggot seething commence. Never ever, cybershit cucks.
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Fun fact: the rabid autistic factually wrong retard ITT is the only one throwing around the word "cuck" and he did it 14 times already, with more to come. If that sort of obsession isn't repressed sexual desire, I don't know what is
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>>2315909
...
IRL "rough" would be a part of the "desert" biome. There is no such terrain in real life as "rough". You cannot point to a place on the map of Earth and say "this is the great rough of russia". It's tundra. Or taiga. Or desert.
Now please explain how I am wrong or coping about any of this. Look out the fucking window lmao
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>>2315895
can you answer the question please, like a normal human being? What is wrong with science fiction elements in fantasy i.e. science fantasy? You know how the saying goes - "any sufficiently advanced technology is indistinguishable from magic" and "any sufficiently advanced magic is indistinguishable from technology". It's two sides of the same coin, basically. What is your actual gripe with it?
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>>2315919
Might and Magic is a sci-fi series. It comes from pulp fantasy which often had these concepts intertwined. People might not like this, but at one point fantasy was seen as a subgenre of sci-fi because of how interconnected they were (I've seen boomers call Morrowind Sci-Fi, for example.)
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>>2315922
>Glad homm escaped that fate.
are you being dense and obtuse for a reason, or just gaslighting yourself to feel better?
>Enroth is a planet in the Spinward Rim colonized by the Ancients and is the setting of Heroes of Might and Magic: A Strategic Quest, Heroes of Might and Magic II: The Succession Wars, Heroes of Might and Magic III: The Restoration of Erathia, Might and Magic VI: The Mandate of Heaven, Might and Magic VII: For Blood and Honor, Might and Magic VIII: Day of the Destroyer and Heroes of Might and Magic: Olden Era. It has three known continents. The first is also named Enroth and is the landing site of the VARN that colonized the planet. The others are Antagarich and Jadame.
>The Ancients are a technologically advanced race [...] thought to have been present from the very beginning of time, using the technology of Elemental Manipulation to create completely viable ecological and social microcosms through experimentation. In doing so, they created VARN, CRON, Terra, XEEN, Enroth and Axeoth; the various settings of the series. They appear to be capable of directly influencing these worlds and even outright colonizing them, but each game in the series presents a challenge to their goals.
>VARNs (Vehicular Astropod Research Nacelle) are large, slab-like bodies created by the Ancients through "elemental manipulation" (more detail on this can be found in the History of CRON) for the purpose of experimentation. The worlds were populated and then sent out through the void to fulfill their purpose.
Need I go on?
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>>2315912
And this is what happens when people like you are in charge of a franchise. Magic was already Fantasy Sci-Fi, but it wasn't enough, it had to keep stretching boundaries until it's all a joke. Spongebob being in Heroes 3 would be exciting to you mouthbreathers. HotA already added Factory and look how divisive and incongruous it is.
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>>2315935
Stop arguing with this retard. He's response is going to be:
>You don't see any of this in homm therefore it does not exist.
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>>2315936
NTA but forge and sci-fi are native to the might&magic universe. Unlike spiderman who is not native to the MTG planeswalker nigger lore.
You're comparing apples to oranges and finishing up with reducing the argument to absurdity by equating Forge to Spongebob. Bravo!
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>>2315936
you're still not answering my question. If magic is sci-fi, what's wrong with adding more science fiction to an already science fiction setting? How is a ray gun effectively different from a blasting wand? It's the same thing just in two different flavors, except that in the case of science-fantasy, you have both flavors at the same time. Why does that make it a joke? And from what I can see, Factory was very well received, so much so that it's continuously being requested as an expansion to the Heroes of Might and Magic board game. It's liked by most of the fandom, the "split" only exists in your head.
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>>2315941
Just letting you know buddy that you're getting kind of off topic. This is a homm thread on /vst/, so we're really more about discussing the medieval fantasy strategy games of homm. For m&m you might have more luck on /v/, /vr/ and /vrpg/.
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>>2315940
yes, literally
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>>2315944
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>>2315939
>forge and sci-fi are native to the might&magic universe
And where are these come VIII? Oh yeah, they dropped all of that and tried to expand more on the fantasy being M&M being sci-fi added nothing other than you clowns scraping wiki articles to shove to people's faces to support your limpdicked idea of what the franchise should be.
>MOM, HE DOESN'T LIKE FORGE WAAAAAAHHHHHHH DOESN'T HE KNOW MIGHT AND MAGIC IS 99% FANTASY AND 1% SCI-FI??? HOW DARE HE NOT SUCK OFF THAT 1% THAT ONLY I CARE ABOUT
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>>2315943
Heroes of Might and Magic and Might and Magic share the same setting, the same characters, the same factions, the same lore. The only difference between them is the vidya genre they use to explore that exact same world. Your gatekeeping and astroturfing is ridiculous.
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>>2315948
>And where are these come VIII?
Forge and sci-fi are native to the might&magic universe, ESL.
HoMM series is a might&magic strategy game series, ESL.
Forge and sci-fi are therefore native to the HoMM series, ESL.
You're 99% faggot and 1% nigger, and you are therefore a nigger faggot. Proportions are wholly irrelevant
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>>2315948
and herein lies the core of the issue - you don't like Forge. And that's perfectly fine. If you were honest, you might have actually led with that and said it in one post, instead of going on a delulu crusade against everyone, desperately trying to prove that Might and Magic and Heroes of Might and Magic do not share the same world and that science fiction elements do not exist or relate to HoMM. It's fine if you don't like that "1%" of the game, but going so far as to having to gaslight yourself and disparage others for acknowledging the existence of that 1% is borderline psychotic behavior. Do better, for your own sake.
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>>2315957
>We should organize, and send a letter to NWC with all of our signatures.
>Asking them to cater to the fans of their Might & Magic universe instead of the fans of their Might & Magic universe when they're designing their next Might & Magic game.
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Can we get back on track and discuss Bulwark please?
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>>2315941
>m&m is a sci-fi setting because I say so! all my arguments are based on this premise that only I have accepted as fact so you have to argue with me on this same premise or you're wrong
And two swords clashing together bringing about the end of the world is sci-fi, right?
>what is wrong with adding more sci-fi?
>gets answer as to why adding more sci-fi could end up being a mess
>waaah but but but the lore that one guy said
All these comics are sci-fi too, retard. If you keep adding all these sci-fi elements, where does it stop? At AK-47s? At maglev trains? At iPods? That's where MtG is now, you moron. That's why I brought it up. And right now, it looks like I am right that all you would soiface at Spongebob being in the game. Time to gatekeep you worthless pieces of trash even more.
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>M&M being sci-fi is actually good, you chud!
>last M&M game released: M&MIX in 2002
So why are you in a Heroes thread instead of an M&M thread in /vr/? Oh? There isn't one? You're just injecting yourselves in a thread that doesn't want you but you keep acting like your opinion is the correct one? And all this talk about a vocal minority is actually just projection because no one sane wants sci-fi to mix with fantasy and you come here because you're always laughed out of all these places that don't have anonymity??? Who would have guessed.
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>>2315960
Literally was thinking the same thing. Fav week one solo-play vs AI build order so far:
>Day 1 Town Hall
>Day 2 Upg. Colliery
>Day 3 Sieidi of the Runes
>Day 4 Hall of the Bold
>Day 5 Mammoth Stalls
>Day 6 Citadel
>Day 7 Castle
You kinda get to choose if you'll commit to Mammoths, Shamans, or Yetis first, and I usually land on mammoths. Superb T6unit, especially as soon as you get a Jotunn or two to move them around the battlefield and cause havoc. PRÖÖÖÖÖH
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>>2315977
big PRÖÖÖÖÖH energy right there. You can also do some disgusting stuff where you split your Jotunns into multiple stack for multiple teleports in a round, cast first tele to beam a primed mammoth in, cast Frenzy on the mammoth, smack the living shit out of the enemy's power stack, tele the mammoth back to safety. Ridiculous value
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>>2315973
I wonder is it worth it to just screw kobolds, don't waste day to upgrade colliery and just leave them at town so they won't slow you down. I guess it depends how big of a stack you get of them at the start.
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>>2316014
dunno, depends on the type of game you'e playing. I still think it's useful to have them as dmg sponges and retaliation bait for early to mid game, you can garrison them after that for a bit of cashback. They get really tanky with the upgrade and runes, plus they go to speed 8 with both which is great. Otherwise you rely on bleeding goats and losing a whole lot of HP just for a few extra moves in week one. Day 2 you get them to speed 5 with the upg which is average for T1.
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>>2315888
>what is wrong with science fiction elements in fantasy games?
not the sperg, but technofantasy is a top tier setting
>arcanum
>nier
>PSO
>tons of jrpgs like xenogears, star ocean, septerra core etc
>planescape torment
>the longest journey
>doom
>star wars & wk40k, arguably
>cave story
>mortal kombat
>giants citizen kabuto
the list goes on, even in other media like anime, comics (e.g. thorgal)
when done well it's unbeatable
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>>2316041
holy shit yes, Masters of the Universe is a perfect parallel for the world of Might and Magic; how the fuck didn't I make this connection before? Been a long while since I've thought about He-Man and Skeletor, after looking at some wallpapers I now wish HoMM leaned much more heavily into its technomagic/science-fantasy side
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>>2316056
crazy awesome shit lmao, thank you for reminding me
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>>2315951
Heroes is a separate franchise, rpgfaggot cuckold. Nobody gives a shit about your retarded cybershit here, which is why your retarded cybershit is completely 100% absent from every single Heroes game to have ever existed.
>ESL
Eastern Europe is the reason Heroes are a cult franchise that it is, subhuman wectoid bitch. Squeal louder.
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>>2315954
>against everyone
You're not "everyone", retarded cuckold faggot. You're a singular twat that keeps trying to inject his retarded cybershit garbage into a Heroes thread and keeps getting stat down your retarded subhuman bitch throat, over and over again. How many times do Heroes fans have to teach you this lesson, imbecile cuckold? This is not your franchise, rpgretarded. Nobody wants your cybershit trash from your dead rpgshit here.
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>>2316090
>>2316093
You live under a stone, there are at least five separate projects I can name from the top of my head that either have already added or are working to add Forge and or Forge-equivalent to Heroes of Might and Magic:
>Forge town by Mod Design Team
>Heavenly Forge 2000 by Heroes community
>Farriery by Zeryss
You can see them in action here:
https://youtu.be/til3e_jN3uo
>Forge by Day of Reckoning Team
https://youtu.be/y6QqZsfW9Do?t=22
>Project Ironfist
http://ironfi.st/download/
And there are more. HoMM fanbase overwhelmingly wants stuff like this in game, you're the screeching luddite minority here sperging for no real reason.
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>>2316115
Buddy, you seem like the one who's mad here. The mere mention of Forge is enough to make you start spamming swears and seething about RPG faggots and cyber shits.
Cut from the same cloth as the retards who sent death threats back in the 90s.
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>>2316056
>>2316057
I think I'm beginning to understand (((who))) is behind desperately trying to inject this retarded cybershit into Heroes.
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>>2316127
>DA JOOS
Holy shit it gets better
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>>2316090
>Heroes is a separate franchise
It's set in the same setting, shares some characters.
>100% absent from every single Heroes game to have ever existed.
Sci-fi faction was planned by devs.
And androids are technically present in the game (angels).
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>>2316119
>>2316124
>>2316135
>>2316154
Nobody gives a fuck about your rpgfaggot setting, rpgfaggot retard. Heroes is a separate franchise, completely 100% free from your cybershit garbage.
>swi-fwi fwacwon waw pwawnd... bwah bwah bwah
Your cybershit got cancelled 25 years ago on the grounds of looking like shit, subhuman rpgfaggot retard: >>2315830
Get over it and quit trying to infest Heroes threads with your subhuman squealing, cuckolded subhuman twat.
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>>2316159
Not sure what's up with (you) throwif stones at 'muricas.
It was russians who brought back the planned Si-Fi elements back to the game.
- High tech si-fi device in cutscene.
- Two literal aliens in two campaigns (Kastore and Maximus).
- Factory half-turned into forge in a cutscene.
- Mecha prosthetic mentioned in story - Forge style.
All done by slavs who keep the game relevant.
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>>2316336
Oh, forgot to post the pic of Sci-Fi device.
Here.
You're welcome!
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>>2315936
You're a massive stick-up-your-arse type of faggot.
Name one other title that blends star trek sci fi with contemporary fantasy.
Name fucking one
But apparently one is too much
>>2316159
Yeah thanks a bunch for Conflux, the most generic bs town imaginable. I'm sure as a total NPC dullard you were enormously satisfied.
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Bases slavs putting Sc-Fi back to Heroes III where it belongs.
Take notes americans!
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There's a game literally made for you sci-fi sissies. What? You don't like it? You're not really interested in playing a sci-fi Heroes 3? You just want Forge to be included because you're autistic? Even though the creators say Forge's cancellation was a blessing in disguise?
What's funnier to me is you're waiting for either of these fan expansions to make Forge "official" or something. You already lost back in 2000. There's already five versions of a Forge town you could be playing in VCMI and see for yourself how awful it is but for some reason it has to be HotA that needs to include it
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>>2316447
very soon, actually
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I am not against technofantasy but i prefer when magic and technology either co-exist or so closely intertwined that there's basically no difference between them.
Not when its just super advanced technologies, everyone just thinks its magic bro
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>>2314533
>>2314872
Praise Lord Garithos and Strike Down His Foes
https://www.youtube.com/watch?v=AK4WaIO19KE
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>>2316554
>I am not against technofantasy but i prefer when magic and technology either co-exist or so closely intertwined that there's basically no difference between them.
I'm the exact opposite, I dig Arcanum and Rise of Legends precisely because the realms of technology and realms of magic are so contrasting and different from each other. There's no point to having the division if there's basically no difference
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>>2316599
nah I'd rather have tanks blowing up wizard towers with explosives and chemistry, and wizards retaliating by having an animated stone golem pick up the tank and crush it in its hands with the crew inside, then throw it at a rapidly approaching missile
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You sci-fi sissies keep insisting that adding Forge would be a good thing, yet you can't answer why the clowns at NWC got cold feet and axed it in the first place.
>b-but it's just a vocal minority!!!
So why cancel it then? Because you know deep down those were just the words of clown devs lashing out because all their work went to waste. You just have the luxury of knowing those devs didn't have social media back then so you can pretend they wouldn't be the types that sperg out on Twitter blaming the fanbase.
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>>2316957
kek
>>2317348
Could work outside of homm3.
>knife thrower, juggler,
ranged creatures
>acrobat/aerialist, cannoneer,
movement gimmick, flying, maybe firing allied creatures out of a cannon
>firebreather, tiger, elephant, strongman
brawler with minor gimmick
>fortune teller, "freak"
could be a variety of things
maybe Ringmaster and Fortune Teller as heroes.
You'd probably need all factions to be of lower scale in a similar way.
So factions like
>Circus
>Trailer Park
>Sewer
>Ghetto
>Mafia mansion
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>>2317659
>castle
medieval france
>rampart
japanese
>inferno
songhai or some other african hellhole, otherwise maybe ottomans
>tower
switzerland
>necropolis
russia/muscovites
>stronghold
greeks/romans
>fortress
celts
>conflux
england/great britain
>cove
spain/portugal
>factory
USA
>bulwark
vikings
>forgechina
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>>2317664
>>stronghold
>greeks/romans
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>>2316652
the base unit is literally called 'Illithid' and 'Alhoons' are just a lich variant of mind-flayers. It's a blatant/cheap lift, but the creature kinda fits with the Dungeon theme, it could blend better if the just renamed it. The werewolf was taken from WoG if I'm not mistaken, and I have no idea why it was added to Necros but I don't think it would fit Rampart either. Maybe Stronghold? Or just leave it neutral? Idk
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>>2318144
>and I have no idea why it was added to Necros
Are you really asking why an accursed creature that cannot be harmed by ordinary weapon was added to the undead?
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>>2318302
irrelevant, werewolves are not undead, and Necropolis is an undead-only town
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Holy shit, Ubisoft is going to make both Factory, Bulwark, and FORGE canon:
https://youtu.be/YB2kNoEMd70?t=1671
maybe this was one of the reasons for an "earlier than expected" release of Bulwark. And maybe this also confirms the next town for HotA will be Forge.
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>>2313690
>My prime contenders would be Tigers, Lions, Bears, and Rats
Like, Disciples 1 have bears as a dwarves' unit. Looks much more intimidating than a ram.
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So, we know HotA will add Mermaids as neutrals at some point, based on the water adventure map object of the same name. What other units you'd like to see in the game? My conservative list would be:
>Nightmares (Inferno aligned)
>Succubi (same)
>Dragon Golems (Tower aligned)
>Ghosts (Undead aligned)
>Purple Dragons (homm1)
>Will-o-wisps (cut Fortress unit)
>Giant Mantis (neutral)
>Lobstrosity (cut "cheat" unit from RoE)
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>>2318899
>Dragon Golems
what the fuck is a dragon golem? Don't you mean a dragon mech or something?
>A golem (/ˈɡoʊləm/ GOH-ləm; Hebrew: גּוֹלֶם, romanized: gōlem) is an animated ANTHROPOMORPHIC being in Jewish folklore that is created entirely from inanimate matter, usually clay or mud.
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>>2318913
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>>2318899
>Lion (Could work great as a plain "animal" for story mapmakers and is incredibly common in both fantasy stories as well as real life medival stuff. Also they're already in Heroes lore. Maybe raises moral by +2)
>Scarecrow (Could look cool as hell, and work well as another rare Bloodless unit like Gargoyles)
I think they'd be fun ideas, and they'd complete the wizard of oz trio we have with the Steel Golem. I think we need more American fantasy stuff in Heroes since it's already so inspired from American fantasy stuff.
I'd also really love to seeSavannahadded as a new terrain. It wouldn't need a new town, just let it be a neutral terrain like Sand. Would add a lot of visual variety to maps though and be cool.
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>>2318913
golem also has a more generic derived meaning which is
>an automaton or robot.
which is what is meant here.
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>find another newbie guy to play against
>medium, 160%, no UD, no water, normal monsters
>I'm red castle, he's blue rampart
>on week 2 I see his main with elves and pegasi in the middle area
>apparently he's broken the guard between his spawn and the central zone
>I decide not to touch my guard; instead I go to the right treasury, clean up money for angels and some artifacts
>week 3 day 5
>he sees my main with 1 angel (I got it from a conservatory on week 1), champs, crossbows, monks and crusaders
>he ggs
>turns out he lost his main hero vs mammoths, since he didn't know what they were - the last time he played HotA was back when they released Cove so he wasn't aware about Factory and Bulwarks units
I at least killed his side hero. So I spent a couple of hours and won long before the final fight which didn't even happen.
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>>2318967
>turns out he lost his main hero vs mammoths
lmfao
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>>2318899
Gimme a Lovecraftian-style town and it's mobs. I think it was called Abyss or something like that: Carnivorous hands, Flying jumpscare faces and other sanity-melting stuff.
There used to be a website dedicated to all the wacky ideas for new towns Hota-Team were wanting to make, but I'm not sure if it's even up to this day.
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>>2318298
>>2318967
I play like shit too, wanna connect? How do I find you in the lobby, just created a login
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>>2319003
I played with a guy from /int/ when factory got released and he got himself killed by automatons at like week 2. This guy is a veteran player, he just didn't know these guys explode on death.
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>>2319047
>How do I find you in the lobbydeLalye
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>>2319109
>>2319100
https://www.youtube.com/watch?v=BBO0smKHTm0
>>2319112
Elaborate.
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>>2319109
anon, we already have a purple dragon at home
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>>2319121
I actually do have one at home on this map, that much is true.
It really wouldn't do to have two purples would it. Unless you did some serious tweaking with shaders, made them play totally differently and gave the purple dragons a more flavorful name.
Yeah it's a stretch. On second thought it might be better if it's part of a mod town that shows it sitting all comfy in it's tower like in 1.
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Going on the earlier topic of "towns you'd want in", an insectoid based faction would probably be the biggest "hasn't been done yet" ideas in Heroes 3, and Olden era seems to be doing exactly that with their Hive faction (it seems their idea even ties into what I was thinking, with using the waspmen from M&M8 as the basis). Olden era goes far more in a demonic direction, and I think for Heroes 3 it'd be cooler to instead go in an insectoid direction.
Maybe grubs for the Tier 1 unit, Waspmen for one of the early Tier units, and a Hive Queen unit as the Tier 7. Perhaps their gimmick could be that they get a commander-like unit as a Queen, but they only get them in a limited supply and can't make more if they use them. But the Queens allow them to make a ton of other units during battle?
As for the rest of the units, maybe they could be other insects that are "mind controlled" or otherwise work with the hive? I'm thinking like those parasitic wasps that lay eggs in spiders, something like that.
>>2319134
I think being a different shade of purple would be enough if you really wanted them in honestly. The gameplay gimmick for them is the hard part.
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>>2319047
>>2319003
Where can you find other non-sweat players for HotA? None of my friends are into HoMM yet I want to play comfy games when I feel like it and dont want to deal with lobby autism
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>>2319134
>>2319135
just make them pink
>>2319135
dunno man, insect town feels too out of place. It's not even fantastic/mythical creatures, it's just bugs. If it was one or two cool beetles in a town's roster sure, but the entire lineup? Meh.
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>>2319135
>I think being a different shade of purple would be enough if you really wanted them in honestly.
Not sure you'd even need to adjust the shade, just the general build, teal underside and the wings being dragon wings instead of fairy wings makes it distinct enough.
>The gameplay gimmick for them is the hard part.
Yeah this is tricky.
Especially if you wanna try to be true to the original creature which is just an average speed flier(flier could reach any tile regardless of speed in homm1+2 unless slowed), with the highest stats, 200 hp and magic immunity.
And stuff like attack speed and health got a bit inflated from homm1 to homm3 for later tier creatures.
Like Dwarves stayed at 20 hp as a tier 2 unit, but unicorns went from 40 to 90(110) hp and tier 5 to 6. Giants and Titans kept their hp of 150 and 300, but their damage doubled, and attack/defense skill went from 15 to 24.
So just lifting the stats from homm1 might not be the most authentic.
Maybe I'd keep it slower than red dragons, so on par with green, speed 10 at most, and give it a special ability that lets it reach any tile on the battlefield anyway, so it feels more like a homm1 flier despite the speed.
Hates Peasants as a meme ability.Added meme of giving Crusaders "Hates Purple Dragons"
Full magic immunity like black dragons, or maybe a gimmick version of it, immune to lvl 2-5 spells instead.
Increasing Attack/Defense skill to 18 to adjust for the homm3 stat jump.
Could keep hp at 200, maybe up to 250.
Feel like you ought to give it something else as well to compensate though and give it a proper identity.
Maybe they can fire more like a Dreadnought's heatstroke.
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>>2319266
I must have signed on into the lobby but I was playing the campaign and didn't notice the message. Try sending it now. Also check the box to the left of my name to add me to friends.
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>>2319266
Anyhow, I'll be in the lobby between 9 and 11 PM GMT +3 on Sunday. Contact me then again.
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>>2319261
>give it speed 10 but unlimited range (??)
>hate peasants meme ability just because
>bloat other creatures with meme abilities
>full magic immunity shitting on black dragons or gimmicky 2-5 spells immunity
>green dragon stats but gold dragon hp
>still not enough memes
>how about a heatstroke (7-8 hexes) breath attack? :-DDDD
please stay away from game design. Base stats would depend on the creature being part of a town's lineup or neutral. Gets the basic dragon package:
>Dragon
>Flies
>Breath Attack
and we can add one unique ability for identity:
>Whimsical
Since purple/pink dragons are usually described as mischievous, it can be something like
>Creature takes an extra turn before the player taking control, either moving to a random hex, attacking a random (enemy) stack, or taking a defensive stance (retains the def bonus on players turn); it can luck and morale during both turns separately)
I think it would be a new/unique and powerful ability, albeit relying on rng to balance it out; so higher than average dragon stats would serve the creature well, both to offset the negatives and increase survivability.
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>>2319113
also not bad, I guess this blue fire is like a poison DoT or something
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>>2319366
>we need less WoG/VCMI-tier bullshit in the game, not more
>Creature takes an extra turn before the player taking control, either moving to a random hex, attacking a random (enemy) stack, or taking a defensive stance (retains the def bonus on players turn); it can luck and morale during both turns separately)
Yeah I can tell.
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>>2319368
it's really just a worse version of morale, because you don't get to decide what happens, much less OP than you think. Even at +3 morale you'd only have a 1.56% chance for the dragon getting morale on both the rng and player-controlled turn. Forgot to specify there would be a % chance tied to the 'Whimsical' ability triggering too, it wouldn't be a 100% guarantee every turn.
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>Special property of siege: walls, gate and towers of Bulwark has +1 durability. Therefore:
>Walls of Bulwark has durability 3 with Fort and Citadel, 4 with Castle.
>Towers and gate of Bulwark has durability 3.
wow, nice. So that star fort is not there just for the cool looks
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>>2321973
Follow steps 1-4 here to extract the campaigns:
http://heroescommunity.com/viewthread.php3?TID=26941&PID=609298#focus
Then put them in "maps" folder and you should be able to play them as custom campaigns in HotA.
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>>2322087
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Why do the Russians have such an irrational hatred against Fortress? Their first OC donut steel was stealing their native terrain and much of their concepts. Now their third OC donut steel is literally doing everything Fortress does gameplay wise but better [as in more overpowered].
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>>2322262
How? I have barely any geographical knowledge but I'm pretty sure there are no swamps in Russia except for the locations near Lithuania or Latvia and Finland. If anything the new [copium-word-for-Fortress {Russians probably wanted the ice faction to be Fortress}] faction is Russia.
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>>2322294
>How?
shitty, smelly, weak, impoverished shithole full of mutated bugs, roaches and mutt-people made from all the mongolian, chinese, japanese, french, german, turkish, lithuanian and polish rape suffered throughout centuries
>If anything the new [copium-word-for-Fortress {Russians probably wanted the ice faction to be Fortress}] faction is Russia.
no that's just general scandinavian vikings. Jotunns would do you a favor by teleporting you out of russia
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>>2322138
Is Bulwark that OP?
Bulwark gets week one Mammoths, but Fortress gets week one Wyverns and Dragon Flies
Bulwark has the stronger T1 unit I guess
Snow Elves are a good mix with Mammoths but that's an expensive and slow army composition, Lizardmen serve almost the same purpose
Yetis are ahead of Basilisks but I'd much rather have Gorgons over Shamans
I know I'm not used to Bulwark yet since it's a new town, but I struggle to have strong armies with Bulwark without paying a lot and mixing unit types. Fortress I can go around with a scout stack of Wyverns or Dragon Flies and fuck things up.
And maybe it's just me but I seem to never get Earth Magic on Bulwark heroes. Which especially hurts with the Shield specialist.
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What's so strange about Pegasi in Rampart? It's only natural for them to be in the unicorn (gay) faction. And I get that dragons were only with the BAD GUYS in Heroes 2 but Rampart is getting gay dragons specifically.
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>>2322060
Will I also get all the cinematics, hero being imported between missions etc.?
Also - they should just retcon the Reckoning from ever happening. The even is completely useless, since H4 is completely abandoned.
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>>2322543
>vore elf
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>>2322440
Upgraded Shaman split into 1/1/X stacks + Rams plus Kobolt Foremen are a good combo for clearing the map. Freeze spell for melee units and if you're facing ranged stacks you can cast airshield with the shaman.
Jotunn + Mammoth + Snow Elves are also a good combo for obvious reasons. Yeti can fit into both compositions as backup I guess
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>>2322564
Not sure, I never played them in this "format". My guess would be that heroes&artifacts do transfer but you don't get the cinematics. The bigger issue is that some of the old campaign stuff might not work very well with the new updates and you might get soft-locked etc. Maybe your safest bet is just to run the original SoD exe on HD and play them like that.
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>>2322543
>>2322758
why would you forever ruin the name for the Vori elves like this fuck you
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Started playing this game recently, I don't really "get" it. I think I understand the basic mechanics but I don't have the understanding to strategise, I'm just kinda doing things and hoping it works out. Is there any good resource to help understand the strategic aspect? Or should I just play more until it clicks.
Also what are guards and zones.
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>>2323985
Yeah that's kind of surprising since it feels like such an obvious creature to have.
Looks like it's in m&m1+2.
and "homm2 gameboy color" released in 2000 lmao I didn't even know about that game.
Looks like they made two gameboy color games in 2000, the first one looks to be mostly a homm1 port, while homm2gbc is a mix of the first three homm games.
>4 factions
Castle, with Gold Dragon instead of Angels
Rampart
Stronghold, with Red Dragon instead of Behemoth
Fortress, with Hydra moved down to tier6 and Black Dragon as tier7
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>>2324026
Huh, that's interesting. I wonder if they went with four differently colored dragons to save on space, the Scorpion/Sub-Zero style. It feels bizarre that they went with Fortress as the fourth faction. Necropolis and Inferno seem like more obvious choice with them filling the evil faction role, or Tower standing in for the mage class. It's ironic that the faction seemingly forgotten outside one game found its way on the handheld.
You know with this kind of games it's always funny to me that there's possibility that for some this gba game was first and maybe even the only contact with the series. That's an odd thing to imagine.
It's a shame we never had a proper homm game for ds that likely more so was capable of properly adapt the game from PC. There's Clash of Heroes of course, and it's a really fine puzzle game, but gameplay wise it has little to do with homm.
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>>2319109
in the original it dabs on all other creatures and it's good right out of the box, so in 3 it would have to be stronger but slower than black dragons
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>>2325152
aow2/3 would be the closest analogue I guess.
Still lacking dwelling numbers though, which I think is an underrated resource that very few games make use out of.
Like for Age of Wonders 2, there's a production cost like in Civilization, and a resource(gold) cost like in most RTS, but you have infinity elves you can produce in your towns as long as you have the gold and production.
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Is this a good spacing and object ratio? I'm trying to give a little more free movement range than usual in order to emulate RoE rather than SoD/HotA, e.g. irregular guarding, dead ends etc. There's probably an ideal balance but it's hard to nail 100%.
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