Author: ogogo (Lithuania), 19-04-2024 10:32

bug-hint - Призраки Солтмарша - Ghosts of Saltmarsh - Heroes 3 map

Thank you,
Спасибо,
Ačiū.
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Author: wasilix , 19-04-2024 09:51

- - Призраки Солтмарша - Ghosts of Saltmarsh - Heroes 3 map

Just in case if you didn't find a workaround mentioned in this thread in Russian: it's possible to find a flyshipyard (whatever this thing is called), and use it to fly over to these tents. Not sure if that's the intended way, but in case basilisk quest is bugged, that's a workar more...


Author: wasilix , 19-04-2024 09:50

- - Призраки Солтмарша - Ghosts of Saltmarsh - Heroes 3 map

People in this thread mentioned in Russian, that it's possible to find a flyshipyard (whatever this thing is called), and use it to fly over to these tents. Not sure if that's the intended way, but in case basilisk quest is bugged, that's a workaround you can use. more...


Author: Mango (Vietnam), 19-04-2024 00:53

-5 power by doing quest - Ira the Mage - Heroes 3 map

I also got stuck in Efreet fight, but after that i remembered the seer that give you -5 power by doing his quest. Hope this help s/o get stuck in the future.
Its near the stable right before you water walk to get into the fight
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Author: Andor (UK), 18-04-2024 23:29

Feedback - Battle Royale - Heroes 3 map

SPOILER: Some of this issues might be caused by Wogification and new terrain I guess.

So the artifacts that are on islands for some reason AI doesn't touch them.

Few buildings that I couldn't reach:
Lizard Den around middle of the map
Refuge camp North on the map south of the Cast
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Author: Andor (UK), 18-04-2024 23:19

Edit - Battle Royale - Heroes 3 map

There are a few issues on the map, nothing major.

A few unreachable places
More important one, the first Quest Tower lvl 20 req is passable so you can go in there at any level.
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Author: Honey Locust (Usa), 18-04-2024 18:30

Crystal dragons - Battle Royale - Heroes 3 map

Your intuition is right but I won’t spoil the surprise beyond that ;) it’s a small reward but a nice one nonetheless! They’re set to the default spawn / growth, some of my play tests the CPU actually took them out but I guess if no one does early on they quickly get out of hand.

There are some ot
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Author: Honey Locust (Usa), 18-04-2024 18:27

Thanks! - Battle Royale - Heroes 3 map

Good to know! I will work on some fixes when I get more feedback so I can upload it all at once. What places were unreachable? I thought I blocked off that tower correctly but I guess not! more...


Author: Al (Canada), 18-04-2024 17:53

Great map - Island of Rabbits - Heroes 4 map

Awesome map! 10/10 would recommend more...


Author: Andor (UK), 18-04-2024 17:52

Edit - Battle Royale - Heroes 3 map

There are a few issues on the map, nothing major.

A few unreachable places
More important one, the first Quest Tower lvl 20 req is passable so you can go in there at any level.
more...


Author: Andor (UK), 18-04-2024 14:52

Thank you! - Battle Royale - Heroes 3 map

What an amazing map.

The only regret is that I never found out what lied behind the (in my case) Hordes of Crystal dragons that probably guarded some treasure related to the tents.

No one really had the army to defeat then, either because they were to many, WOGification or just the fact that
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Author: Francois (France), 18-04-2024 13:08

Not buggy, but Heroes VV.V mod version 1.36 necessary - Armageddon Blade - Heroes 7 map

Thank you for your comment.
I don't understand some bugs. Before releasing it, my brother and I tested this map and found no bugs (I ALWAYS test my maps before publishing them).
1- There is no fight to recover the Armageddon Blade, you just have to find Sir Christian's tomb. So I don
more...


Author: tom (kitchener, canada), 18-04-2024 12:50

Fun map but a little buggy - Armageddon Blade - Heroes 7 map

Like the map. nice job. FYI finding it a little buggy. heroes disappear if you leave them in castle to defend. once they defend castle they are gone by next turn. could not recover hero by sending a second hero to prison to battle. you get to battle but you don't get the prisoner. had to battl more...


Author: Alex (Switzerland), 18-04-2024 07:23

Single player is too easy - This is Legion - Heroes 3 map

On the one hand, I like the idea of the map - all players start with strong armies and towns are well-guarded. However, the AI simlpy cannot compete with a human player here:
1. AI cannot combine combination artifacts, yet getting the one near your starting town is the main priority in the early ga
more...


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Heroes 5 - Development Letter #3: The Battlefield

The battlefield is the real heart of the game, the place where all the development and recruitment strategies are put to the test, and also the place where you can spend half of the gaming time or more. So this is an area of the design where a lot of effort has been made.
We have started making tests on this subject around February 2004, which is already more than two years ago. At that time the question was about what system we would be aiming for, how it would be shown, how cameras would benefit from the 3D action, and how the interface would bring in additional gameplay or serve the action. The underlying question was about the size of the arena.

We studied the previous games and a worrying tendency was established : the ratio of creature size to the whole combat screen was declining very rapidly with each new version. If we kept such a tendency the average creature would not be more than a speck on the screen in Heroes 5. This is something that you can accept when you have a realtime game with hundreds or thousands of creatures displayed, but not when there are about a dozen. Plus, we wanted to have multiple sizes for creatures, and that would increase this problem again, with the smaller creatures (like the imps) being only a fraction of the others.

Besides this visual question, there was also the major objective of increasing the tactics during a fight. The designers at Nival were planning to give each creature a special attack pattern, like a breath area, or a shooting line. This idea would increase the need to search for specific situations where the position of enemy units would be used against them through a death blow. But for this idea to work, the size would need to be kept under control, to force tighter hand-to-hand brawls and decision-making. This need was from the start in line with the visual issue mentioned above.

Finally, a core objective on Heroes 5 was from the start to get a faster gameplay. As the battle screen is a place where you can spend most of the playing time, it is also a place to try to gain some time, by reaching conclusions faster. Most of the early fights are usually one-sided, hence the idea to create a smaller battlefield specifically for the first part of the game.

This is how the research on variable battlefield started. We would have a small battlefield, of 6 by 8, when the army was composed of four stacks of creatures or less, and the battle would switch to a larger one, 12 by 14 for larger armies. The early fights would be done much faster this way. The siege battles would in any case happen on a larger version of the battlefield. It seemed ok during implementation and the first internal tests. However the larger battlefield fights seemed a bit too long though, with less interest, as the tactical element was much more difficult to trigger. There were much less occasions when the creatures placement would enable a special move to become interesting.

Another problem appeared thanks to the beta test : the balancing was turning into a headache with multiple sizes for the battlefield. It is not only about giving more movement points to each creature, but also balancing area effect spells, shooter and caster capacities, plus all the side effects on attack, defense values or hit points. It appeared to be too complex to try to balance close to 100 creatures efficiently.

So we decided around November last year to come back to a single size between the small and the large one, a medium 8 by 10 size. This would allow quick fights with good opportunities of tactical effects, and was also within range of the visual limits we wanted to keep to benefit from the animations and effects.

The objective was also to limit the strategy of creature splitting, where you basically end up with only one type of creature on the field, presented in several stacks. The gameplay in Heroes 5 is built around the need to use all creatures from one’s faction. Low-level creatures are still interesting in the late game, and high-level creatures are very costly. So a small or medium sized battlefield is more interesting for a mixed lineup.

We also integrated the ‘tactics’ phase for all heroes, so you can place your troops the way you want at the start of any battle. This allows you to adapt to the obstacles on the battlefield, as well as adapting to your foe. It also avoids a very initial phase of battles where you would have to move your troops in the configuration you want.

However during the final stages of the beta test where this medium battlefield was provided to the testers, the almost unanimous feedback was that this was too small, and that the fights could quickly become cramped. A bit more freedom was needed, increasing width and height by one or more cell.

After quite a bit of discussions around the christmas period and january, we decided to increase the size to 10 by 12. This size globally retains most of the advantages of the former one, while allowing more movement possibilities.

All in all this issue strikes right into the fine balancing between conflicting gameplay objectives, and nailing down bit by bit how the game will look like in the end. It also underlines very clearly the utmost importance of players feedback !
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