1) Town portal needs to be implemented ASAP. And some defensive turrets around the base, tht enemy must take out before they can capture ur castle.
2) Is it possible to make the army enter ur hero IMMEDIATELY after combat? Currently it takes them ages to retreat esp if the army is big (spamming Stop helps, but it still takes too long).
3)
-Currently AOE spells like Heal etc are simply too strong and heroes can sometimes get them just by leveling Magic. They shouldn't be allowed so early in the game.
-Also, leveling Magic shouldn't give u spells. It should allow u to learn spells from Level 3/4/5 Magic Towers, once u have Level 1/2/3 Magic.
-The spell Heal is currently TOO strong, the healing rate needs to be reduced.
-Allow ALL classes to learn the skill Magic (when they level up, afterall, its heroes of might and magic).
Suggestions:
Level 1 Magic Tower- All heroes can learn.
COMBAT: Single target spells or summon spells.
ADVENTURE: Reveal, Find resources.
Level 2 Magic Tower- All heroes can learn.
COMBAT: Spells that bounce twice or thrice, or stronger versions of summon spell.
ADVENTURE: Seal up mine, create wall.
Level 3 Magic Tower- Heroes must have Level 1 Magic to learn.
COMBAT: AOE spells that do not affect attack speed or dmg itself. (eg/ heal, fortify armor, reduce opponent armor).
ADVENTURE: Town portal (channeling spell, requires 5 sec of channeling, channeling can be interrupted by Stun).
Level 4 Magic Tower- Heroes must have Level 2 Magic to learn.
COMBAT: AOE spells that deal damage in an area, like fireball. And AOE spells that affect attack speed (eg/ slow, haste).
ADVENTURE: Stun (stuns a hero for 2 seconds, has a decent casting range), Speed boost (gives hero bonus movement speed for a day).
Level 5 Magic Tower- Heroes must have Level 3 Magic to learn.
COMBAT: AOE spells that deal damage in an area, but do not farm friendly creatures (eg/ fungal growth?). And AOE spells that affect dmg (eg/ bloodlust, weak).
ADVENTURE: Dimension Door (the "blink" that is currently implemented). Escape (same function as retreat, but for half the cost) -> maybe this comes under COMBAT then.
Let me know what u think :)
PS: U need to stop heroes from getting AOE spells early in game immediately (aka implement them in Level 3 Magic Towers or above). I just lost a game where I had tier 4 and tier 5 units vs enemy tier 3, and lost becoz my Level 1 Magic Tower gave me summon spell instead of AOE Weakness... so bullshit zzz
Thank you, guys, for the detailed feedback and ideas. For now I paused homm development process for a week or two in order to finish some things I have to do.
Trying to keep this map as alive as possible on NA by creating a lobby everytime i can. Lol however whenever i don't do so, i realize it falling to page 6+.
Anyways most players i play with have similar concerns: heroes need town portal, aoe spells are too op esp in the early stage, and towns are too easy to capture/no defensive advantage.
Love the game! Thanks for all your hard work, & for making a great single player come to life in the SC multiplayer world.
So A bug I have found is that at times a hero can be killed before his army is deployed by an opposing hero's deployed army. If the hero dies all units in army are lost.
A improvements that would go a long way for game play are;
1. A early Warning system that tells you your castle is about to be attacked or targeted by an enemy hero.
2. To give some type of home field advantage while defending at your castle.
3. To give everyone a 15 min (or more ) grace period before castles can be taken.
I have seen some abuse in people sniping another players castles w/in 2 mins of game play.
When capturing a castle I think the creatures that are available to buy should be reduced to zero until the next week, but that is more a suggestion.
I've noticed that for some Races certain abilities don't come by as often as they should. I have yet as human able to learn magic, and I have yet as Wizard been able to learn logistics. This might just be bad RNG but perhaps a couple of the really useful abilities should be offered more often.
Another slight glitch is when taking treasure chests that have gold / xp available . If you click off it or another prompt comes up you before you select an option , you don't get either. Setting taking the gold by default would be nice.
Thanks again for all you do, I will post more as I see it. Lets try to keep this great game on page 2-3 and off page 4+
Only issue i have is when you encounter an opponent and if you click them your monsters spawn while theirs do not. There needs to be a range and they both need to spawn at the same time. If one retreats then both sets need to retreat. Just lost a game where i was faster but attacked and their creatures didnt spawn and they ran and captured my castle.
We can organize the formation, it's just not obvious: middle slot starts as a first line, side slots are behind. VIndicator gave me an idea of adjusting slot buttons to make it more clear, so it just waits to be improved.
Also, Jademus created a nice homm-looking dialog background, and I added it, just didnt upload yet.
In your thread I talked about another homm map, besides this one. I thought about to create a totally new homm remake, based on turn based mechanics.
Flexible unlocking unit system isn't possible. I created this map 2 years ago, was very noob then, and system of triggers isn't flexible itself. I can add stuff around it (like dfence structures for castles), but can't modify it.
And I agree about town portal thing. It's nice to rape someone in the castle while his army is away.
We have random starting locations, random mines, random bonus resources, some guards are random too.
Castle battles work simple: defender units come outside, fight, we can purchase more untis during the battle if they are available.
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1) Town portal needs to be implemented ASAP. And some defensive turrets around the base, tht enemy must take out before they can capture ur castle.
2) Is it possible to make the army enter ur hero IMMEDIATELY after combat? Currently it takes them ages to retreat esp if the army is big (spamming Stop helps, but it still takes too long).
3) -Currently AOE spells like Heal etc are simply too strong and heroes can sometimes get them just by leveling Magic. They shouldn't be allowed so early in the game.
-Also, leveling Magic shouldn't give u spells. It should allow u to learn spells from Level 3/4/5 Magic Towers, once u have Level 1/2/3 Magic.
-The spell Heal is currently TOO strong, the healing rate needs to be reduced.
-Allow ALL classes to learn the skill Magic (when they level up, afterall, its heroes of might and magic).
Suggestions:
Level 1 Magic Tower- All heroes can learn.
COMBAT: Single target spells or summon spells. ADVENTURE: Reveal, Find resources.
Level 2 Magic Tower- All heroes can learn.
COMBAT: Spells that bounce twice or thrice, or stronger versions of summon spell. ADVENTURE: Seal up mine, create wall.
Level 3 Magic Tower- Heroes must have Level 1 Magic to learn.
COMBAT: AOE spells that do not affect attack speed or dmg itself. (eg/ heal, fortify armor, reduce opponent armor).
ADVENTURE: Town portal (channeling spell, requires 5 sec of channeling, channeling can be interrupted by Stun).
Level 4 Magic Tower- Heroes must have Level 2 Magic to learn.
COMBAT: AOE spells that deal damage in an area, like fireball. And AOE spells that affect attack speed (eg/ slow, haste).
ADVENTURE: Stun (stuns a hero for 2 seconds, has a decent casting range), Speed boost (gives hero bonus movement speed for a day).
Level 5 Magic Tower- Heroes must have Level 3 Magic to learn.
COMBAT: AOE spells that deal damage in an area, but do not farm friendly creatures (eg/ fungal growth?). And AOE spells that affect dmg (eg/ bloodlust, weak).
ADVENTURE: Dimension Door (the "blink" that is currently implemented). Escape (same function as retreat, but for half the cost) -> maybe this comes under COMBAT then.
Let me know what u think :)
PS: U need to stop heroes from getting AOE spells early in game immediately (aka implement them in Level 3 Magic Towers or above). I just lost a game where I had tier 4 and tier 5 units vs enemy tier 3, and lost becoz my Level 1 Magic Tower gave me summon spell instead of AOE Weakness... so bullshit zzz
Thank you, guys, for the detailed feedback and ideas. For now I paused homm development process for a week or two in order to finish some things I have to do.
For everyone: The latest HoMM version is on NA.
Trying to keep this map as alive as possible on NA by creating a lobby everytime i can. Lol however whenever i don't do so, i realize it falling to page 6+.
Anyways most players i play with have similar concerns: heroes need town portal, aoe spells are too op esp in the early stage, and towns are too easy to capture/no defensive advantage.
Hope u can fix those 3 things asap, cheers.
Love the game! Thanks for all your hard work, & for making a great single player come to life in the SC multiplayer world.
So A bug I have found is that at times a hero can be killed before his army is deployed by an opposing hero's deployed army. If the hero dies all units in army are lost.
A improvements that would go a long way for game play are;
1. A early Warning system that tells you your castle is about to be attacked or targeted by an enemy hero. 2. To give some type of home field advantage while defending at your castle. 3. To give everyone a 15 min (or more ) grace period before castles can be taken. I have seen some abuse in people sniping another players castles w/in 2 mins of game play.
When capturing a castle I think the creatures that are available to buy should be reduced to zero until the next week, but that is more a suggestion.
I've noticed that for some Races certain abilities don't come by as often as they should. I have yet as human able to learn magic, and I have yet as Wizard been able to learn logistics. This might just be bad RNG but perhaps a couple of the really useful abilities should be offered more often.
Another slight glitch is when taking treasure chests that have gold / xp available . If you click off it or another prompt comes up you before you select an option , you don't get either. Setting taking the gold by default would be nice. Thanks again for all you do, I will post more as I see it. Lets try to keep this great game on page 2-3 and off page 4+
Only issue i have is when you encounter an opponent and if you click them your monsters spawn while theirs do not. There needs to be a range and they both need to spawn at the same time. If one retreats then both sets need to retreat. Just lost a game where i was faster but attacked and their creatures didnt spawn and they ran and captured my castle.
Otherwise this game is great.
@Trieva: Go
We can organize the formation, it's just not obvious: middle slot starts as a first line, side slots are behind. VIndicator gave me an idea of adjusting slot buttons to make it more clear, so it just waits to be improved.
Also, Jademus created a nice homm-looking dialog background, and I added it, just didnt upload yet.
And thanks for feedback, it motivates.
I always loved this map, I hope you continue to update it!!
@Trieva: Go
In your thread I talked about another homm map, besides this one. I thought about to create a totally new homm remake, based on turn based mechanics.
Flexible unlocking unit system isn't possible. I created this map 2 years ago, was very noob then, and system of triggers isn't flexible itself. I can add stuff around it (like dfence structures for castles), but can't modify it.
And I agree about town portal thing. It's nice to rape someone in the castle while his army is away.
We have random starting locations, random mines, random bonus resources, some guards are random too.
Castle battles work simple: defender units come outside, fight, we can purchase more untis during the battle if they are available.