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HoMM3: Horn of the Abyss

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Dead
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HoMM3: Horn of the Abyss

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Just released:

Horn of the Abyss v1.7 with Factory was released + full changelog
Horn of the Abyss team are proud to present you with the largest update in the project’s history. It features the Factory, the new long-awaited town, a campaign dedicated to it, a huge amount of graphics, audio and video content, new game mechanics, countless fixes, major and minor improvements, and much more.
Horn of the Abyss 1.7 full chngelog:

[!] Added the new Factory town and faction, including new heroes, creatures, and outer dwellings
[!] Added the new Forged in Fire campaign dedicated to the Factory. Campaign maps have increased difficulty
[!] Added the campaign editor and support for custom campaigns, new background and region maps for campaigns

HotA Bugs
[-] Fixed a crash when launching the game if the server has incorrect information about the update version
[-] Fixed a possible crash when visiting an external shipyard
[-] Maximum number of towns per mirror template for map generation reduced to 24 to avoid crashes
[-] Prevented attempts to read maps in newer formats than supported by the current HotA version
[-] Fixed a crash occurring sometimes when casting Remove Obstacle spell (usually when removing the last obstacle)
[-] Fixed a freeze when trying to exit via Alt+F4 while a creature is flying and then clicking OK or Cancel
[-] Fixed possible crashes when loading saves on G-sized maps with a very large amount of content
[-] Fixed a crash of the map editor when opening some maps (for example, The Gauntlet)
[-] Fixed a bug: if there were 64 boats and heroes in boats on the map, these heroes would appear without boats when loading the map
[-] Fixed bugs occurring with online messages when raising a hero’s level (incorrect information could be transmitted to the wrong player)
[-] Fixed a bug where the +20% effect of the Reflection Pendant didn’t work
[-] Fixed a bug where Fairytale Dragons didn’t switch their attack type to melee in battle rounds where they were got any area-based spell to cast
[-] Fixed a bug where shooters tried to attack Fangarms in melee instead of shooting
[-] Fixed a bug: after a quick battle with Fangarms, only 1 creature could rise via necromancy, regardless of the number of Fangarms
[-] Fixed a bug where some animations could be played in a quick battle, which led to unstable operation of the game
[-] Fixed a bug: the expanded maximum number of Mines per map didn’t work
[-] Fixed a bug: after exiting to the main menu from the battle, the Quest Gates could stop working
[-] Fixed a bug with opening the map when offering Scouting on a level in an online game
[-] Fixed a bug: AI couldn’t cast Hypnosis
[-] Fixed a bug: AI could raise a stack of 0 Fangarms with the Horn of the Abyss in AI-AI battles
[-] Fixed a bug with the disable tactics button in the hero window not working
[-] Fixed a bug: despite the previously implemented fix, there was still a chance of charting different routes of the hero to the same square
[-] Fixed a bug: when calculating the route for the red player on someone else’s turn, the cost of the first step with Angel Wings on was calculated with a terrain penalty
[-] Fixed a bug with incorrect settings of starting towns on a random map if human players are not first in the list
[-] Fixed a bug with resetting the starting hero when restarting on maps with more than 1 random starting heroes
[-] Fixed a bug: resistance and artifacts connected to it were banned on RoE/AB maps
[-] Fixed a bug: Logistics/Intelligence/Diplomacy/Navigation skill odds for Navigators: 6/3/2/2 – > 3/2/2/6
[-] Fixed a bug: the skill of Nix and Nix Warriors did account for the bonus attack from the Bloodlust, Accuracy and Frenzy spells
[-] Fixed a bug: playback of some new types of animations incorrectly accounted for the redraw borders. Because of this, animations of spells such as Fireball, the appearance of a Wall of Fire, or the destruction of a town wall could contain graphic artifacts
[-] Fixed a bug: when casting with Sea Priestesses and Enchanters, they would momentarily display the idle animation frame after the spell effect before continuing with the correct animation
[-] Fixed a bug with incorrect determination of monster RMG coordinates when adding a vacant square to a group of objects, making it possible to steal them by Flying in Anarchy
[-] Arena battleground obstacles are now taken into account when determining acceptable squares for building a ship in towns and shipyards
[-] Fixed a bug: when entering the nwczion cheat, a Lighthouse is not built now in Castles not located near water
[-] Fixed a mana reduction bug in the Mana Altar
[-] Fixed a bug where a normal Witch’s Hut could spawn with its snow appearance in RMG
[-] Fixed the order of cutscenes in the Horn of the Abyss campaign

Gameplay
[+] Added the Airship, similar to a boat, that allows heroes to fly, as well as the Airship Yard object that allows building Airships (generally not available on RMG templates)
[+] Ancient Altar returned to scenario editor and made a visited object: fighting 25 Haspids for the Horn of the Abyss (banned in RMG by default)
[+] Added a new artifact: Sleepkeeper; grants creatures immunity to mind magic (banned by default)
[+] Added a mechanism that prohibits powerful dead heroes from coming to the tavern. Powerful heroes can only come if no other heroes are available
[+] Erased heroes in the tavern now have movement points, mana, and a number of other parameters updated (as in case of death)
[+] Tavern heroes now have their current army movement points updated (no 2000 heroes)
[+] Stables bonus reduced from 400 to 300 movement points
[+] When spell research is enabled, the Town Portal and Dimension Door do not drop in the normal guild slots without research, but are guaranteed to drop if 3 research attempts have been made before
[+] Hit-n-run ban built into HotA: in two-hero combat, the attacker is forbidden to retreat in the first round of combat after casting a spell
[+] Summoning Earth and Fire Elementals now has the power of [2/2/2.5/3] * SP
[+] Lifted the ban on summoning different types of elementals in the same combat
[+] Wall of Fire: Power damage multiplier increased from 10 to 15
[+] Luna: specialization bonus reduced from 100% to 25%
[-] Conflux: Upg. Magic Lantern now requires the Garden of Life, but does not require the University of Magic
[+] Reduced Imp Cache value from 5000 to 1500
[+] Changed the number of Steel Golems in the Experimental Shop: 20-40-60-80 instead of 25-50-75-100
[+] Changed the Tomb reward from 500-5000 to 1500-4000 Gold
[+] Changed the healing power of the First Aid Tent: 20-25 / 40-50 / 60-75 / 80-100 according to the skill level
[+] Lizardmen: Fight Value: 115 -> 137, AI Value: 126 -> 151
[+] Lizard Warriors: Fight Value: 130 -> 174, AI Value: 156 -> 209
[+] Leprechauns: Fight Value and AI Value: 208 -> 190 (inadequately large coefficient via ability removed)
[+] Changed the standard number of Sea Dogs on the map: 12-18 -> 12-20 (like all Level 3 upgrades; due to this, they can no longer be generated in certain weak guard spots)
[+] Cyclopes can now attack the castle gate if the gate hex has allied creatures standing on it
[+] Wall shooting disabled in the Cyclopes’ Alternate Action mode
[+] Bone and Ghost Dragons now transform into Bone Dragons in the Skeleton Converter
[+] Optimized the behavior of AI-controlled shooters in close combat
[+] The Diplomat’s Mantle allows ignoring the hit-n-run ban (only for surrender). AI also knows how to use this
[+] Correct ability to surrender with a Diplomat’s Mantle in a town if there is no way to retreat added for the AI
[+] AI now does not consider a broken wall to be a reason to give up defending the castle if there is a moat (except when an enemy is already standing in the moat, ready to enter the castle in 1 turn).
[-] Improved AI cast assessment for the Berserk spell
[-] The 6lm10a template now has 5 presets with different road settings, which provides for an acceptable balance and diversity of the road network
[-] h3md1 template: external Taverns, Shrines of Magical Mystery, heroes Solmyr, Aislinn, Thant, Vidomina, Deemer, Ciele, Leena, Giselle banned
[-] 8xm12a template: size of white zones reduced from 20 to 15, old double links removed, links to the center made double. Shrines Of Magical Mystery banned
[-] Mini-Nostalgia template: Dragon Utopia settings are as in 6lm10a: frequency 200, maximum per zone 1 (gold zones: no restrictions). Shrines Of Magical Mystery banned
[-] Apocalypse template: Wanderer’s Boots and Shrines of Magical Mystery banned
[-] mt_Diamond, mt_Jebus, mt_TeamJebus, mt_Andromeda, mt_Antares templates: Shrines of Magical Mystery and the hero Giselle banned
[-] 6lm10a, 8mm6a, Spider, Nostalgia, Kerberos, 2sm4d(3), Diamond, Boomerang templates: Shrines of Magical Mystery banned
[+] Updated the mt_Firewalk template to v2.0 (but no campaign heroes, Navigation heroes, or Giselle)

SoD Bugs
[+] Fixed buggy AI assessment of hex hazards for 2-hex creatures (Fire Wall bug, Danger Zone bug)
[+] Fixed a bug where after opening and closing the puzzle map, the background sounds of objects near the current screen center would be played
[+] Fixed RNG bugs: looping creature weeks and months, ability to manipulate the arrival of heroes in the tavern
[+] Fixed a bug with delays when stopping music (for example, slow quick battle when the music is turned on)
[+] Fixed a bug: in quick combat, a small wait before the creature’s retaliation/second strike was not disabled
[+] Fixed a bug: when performing actions without skipping a turn (for example, hero casting), pressing the hotkey during the animation would make it trigger after the animation ends
[+] Fixed a bug: if the cursor shadow was present at the end of a combat, it could crash or render incorrectly at the beginning of the next combat
[+] Fixed a bug: when starting a scenario, a hero could have extra artifacts from previous scenario loads in his backpack
[+] Fixed a bug where heroes could end up on top of another hero while moving through the Whirlpool
[+] Fixed a bug: some information about the winning defending hero in online play would not be updated (including secondary skill display)
[+] Fixed a bug: in the replay during the enemy’s turn, heroes’ disembarking from boats was not recorded; when playing it, the hero would initially appear walking on water
[+] Fixed bugs involving changing hero and boat directions when viewing the enemy’s turn
[+] Fixed a bug with changing the hero’s direction when boarding a boat
[+] Fixed a crash related to Unicorn auras when AI calculates the value of Hypnotize removal
[+] Fixed a crash when trying to raise Demons by Pit Lords with the maximum number of stacks in combat
[+] Fixed a bug where a player defending a town could summon a clone to a closed gate
[+] Fixed abug: when teleporting town defender creatures to the gate hex, the gate now opens
[+] Fixed a bug with the Force Field being passable for town defenders when cast on the hex in front of the gate
[+] Fixed a bug with spell points reduction to 999 in the Seer’s Hut and when using cheats
[+] Fixed a bug: if magical terrain overlapped the top left cell of the Whirlpool, it would stop working
[+] Fixed a bug: after loading a save, the AI could have a second turn in a day with the color previously under the player’s control
[+] Fixed a crash stemming from heroes with Angel Wings sometimes being able to “fly” in boats
[+] Fixed a bug where it was possible to cast Water Walk spells while in a boat
[+] Fixed a bug: now the penalty for Fly on water is not used if the more effective Water Walk is also cast
[+] Fixed a bug: if a hero steps on a local Event next to a monster and is killed in battle with the monster, the event will still trigger for the dead hero. In certain cases, after this happening and restarting the scenario, there was a crash. Now, the event will not be activated in this case
[+] Fixed a bug with heroes getting stuck in objects after using the Town Portal spell and then Fly
[+] Fixed a bug with getting stuck in obstacles when using Fly with Angel Wings/Water Walk with Levitation Boots
[+] Fixed a bug that could cause the player’s Fly to stop working if the hero had a high amount of movement points
[+] Fixed a bug: when updating AI paths, information about the previous target could become partially incorrect. This could cause failures in target selection by the AI
[+] Fixed a bug where the AI did not know that a combat with a nearby guard wasn’t triggered when boarding a boat
[+] Fixed a bug where an uninitialized variable was used when traversing the AI excavation area. This could lead the AI to choose an inadequate excavation site or to refuse to excavate at a known Grail position
[+] Fixed a bug: possibility to be left without an army after using basic Resurrection
[+] Fixed a bug where invisible Quicksand was highlighted as an available target for the Remove Obstacle spell
[+] Fixed a bug: when casting Sorrow, Mirth, Fortune, and Misfortune spells (as well as upon these spells’ effect running out), the morale/luck of units was not immediately updated
[+] Fixed a bug: the resurrection part of Sacrifice is now a Level 5 spell (can be cast on Golden Dragons)
[+] Creatures now cast spells on elemental magical terrains at Expert level if the magical terrain matches the school of magic
[+] Fixed a bug: when calculating the bonus attack from the Frenzy spell, defense penalties from enemy creatures (such as Behemoths and Ancient Behemoths) were accounted for
[+] Fixed a bug: Berserk, Disrupting Ray, and Dendroid Roots spells were removed from units after 255 rounds; now they are not removed and remain active until the end of combat
[+] Fixed a bug with 0 damage against Gold and Diamond Golems when attacking with a Magic Arrow with low Power
[+] Fixed a bug with the priority of protection against magic when casting a Magic Arrow (now the most effective of defenses is used)
[+] Fixed a bug: Magogs could kill themselves with Berserk cast and Sharpshooter’s Bow equipped, but not deal damage to nearby enemies
[+] Fixed a bug where Trolls with the Elixir of Life did not fully regenerate their health
[+] Fixed a bug: after destroying the last enemy stack with a spell cast by a creature (such as a Fairy Dragon), morale could trigger
[+] Fixed a bug: during the hero’s turn, the AI incorrectly accounted for the shipyards with heroes visiting
[+] Fixed a bug: when building a Necromancy Amplifier, the AI accounted for the number of Necromancers (by hero class), but not the number of heroes with the Necromancy skill. In particular, the Death Knights were ignored
[+] Fixed a bug: The AI could buy more than 8 skills at the University (also at the University of Magic in Conflux and at the Seafaring Academy), and also kept buying skills until the money ran out (without evaluating whether the skill’s utility exceeded the cost)
[+] Fixed a bug: The AI tried to block shooters with hypnotized units (although in fact such blocking does not interfere with shooting)
[+] Fixed a bug: during a siege, the AI no longer retreats when the catapult is broken, if it can continue to fight with magic
[+] Fixed a bug with the ability of the AI to consider a destroyed wall intact and continue to defend the castle, even with a destroyed wall
[+] Fixed a bug with the gate hex abuse: if the gate was open and the enemy was standing on it (outside the castle), then the AI did not attack such an enemy, although it was possible to do this without leaving the castle. In addition, now the AI, attacking squads that have flown into the castle, will not position its troops so that the gate opens
[+] Fixed a bug: AI-controlled heroes’ spells were not reflected by the Magic Mirror
[+] Fixed a bug: the AI didn’t account for the possibility of triggering the Magic Mirror for Chain Lightning
[+] Fixed a bug: the AI didn’t account for the Fairy Dragons’ innate Magic Mirror when calculating the hero’s casting value
[+] Fixed a bug: when evaluating the Magic Mirror’s magic value, the AI did not account for the effect being lower for Fairy Dragons
[+] Fixed a bug: high Armorer, Air Shield, and other similar bonuses reduced the creature’s value in the AI’s eyes all the way down to 0
[+] Fixed a bug where “first creature health loss” was not reset after the stack was killed. This could bring the creature’s full health to negative values, which hypothetically could spoil some of its AI checks
[+] Fixed video playback bugs and interruptions in the main menu
[+] Fixed a bug: when a creature moved in combat, there was no rerendering after removing the creature count retangle, so a part of it could remain visible while moving
[+] Fixed a bug: after taking damage from an obstacle in motion, the first frame of the stack’s resumed movement could be rendered incorrectly, similar to the first frame of rotation after a stack’s cast
[+] Fixed Resurrection bug: for creatures with a long death animation, it didn’t play to the end
[+] Fixed a visual bug: if a stack passed or stopped on a hex in front of a gate, it would open even if it wasn’t passed through
[+] Fixed incorrect cases of selecting the animation direction during stack casts
[+] Fixed a bug: a moving hero could be seen through objects (when moving from left to right), or other objects could be seen through the hero (when moving from right to left)
[+] Fixed a bug: the semi-transparent image of the selected hero was incorrectly cropped at the map borders
[+] Fixed interface button pressing bugs: ability to press an inactive button, looping sound of pressing a button, possibility to hold down two buttons at the same time
[+] Fixed a bug: for Armageddon, damage was recorded to the log without accounting for the characteristics of the casting hero (for example, Orb of Tempestuous Fire)
[+] Fixed a bug in the log when casting Weakness during Serpent Fly retaliation
[+] Fixed a bug: the log now shows the correct amount of health restored by the Elixir of Life
[+] Fixed a bug: an extra empty message was displayed in town events if the text and resource changes were not customized
[+] Fixed a bug : Treasury Campaign bonus images were not displayed (HotAthis caused a crash in HotA)
[+] Fixed a bug: Archers’ Tower and Upg. Archers’ Tower campaign bonuses displayed images of the Market and Resource Silo
[+] Fixed a bug with missing music in campaign videos at volume 1
[+] Fixed most instances of primary skills, resources, spell points, movement points, and damage overflows in combat

Graphics
[+] New animated main menu background
[+] Several new hero portraits, as well as original Tarnum portraits, added
[+] Updated icons for the game and scenario editor applications
[+] Added a new object: Hero’s Camp, similar to a Prison, but with a different image and text when visiting
[+] Added a new Seer’s Hut
[+] Added a large builder set of Egyptian-themed decorations
[+] Added decorative items: a set of Mountains and Ravines for lava
[+] Added decorative items: Seaweed
[+] Added new Kelp for 1 and 4 cells
[+] Fire decorative objects remade and returned to the map editor, several new ones added
[+] Maples decorative objects remade and returned to the map editor
[+] Waterfall decorative objects remade and returned to the map editor
[+] Boulder decorative object remade and returned to the map editor
[+] Crumbled Edifice decorative object gremade and returned to the map editor
[-] “Chaos” Garrison removed, replaced with a standard Garrison on maps
[+] Destroyed Camp graphic replaced with Crumbled Keep
[+] Destroyed Fountains’ graphics remade
[+] Man-o-war graphics replaced with Seaweed
[+] Bridge sprite replaced; cannot dig on bridges anymore
[+] Snow-covered Underworld Gate graphics remade, standard Underworld Gate graphics fixed
[+] Castle adventure map sprites at different buildup levels updated
[+] Witch’s Hut sprite for Snow updated
[+] Some Flowers, Lake and dirt Mountain sprites from the original game updated to better match the terrain squares
[+] Grass removed from the Marletto Tower to blend in on all terrains
[+] Fixed yellow pixels in the spot where the flag is attached to the Estate sprite on the adventure map
[-] Fixed Mana Altar sprite
[-] Fixed animation of the large Serpent Maelstrom and Nymph Waterfall versions on the adventure map
[+] Added glow animation in the windows of a snow-covered Tavern on the adventure map
[+] Added smoke shadow animation for a standard Tavern on the adventure map
[+] Fixed blue and flickering pixels in Magic Plains
[-] Fixed an extra pixel in one of the rock terrain trees
[+] Fixed blue pixels in shadows and other graphics-related issues
[+] Fixed turquoise pixels of swamp objects: Redwood, Tree groups, and Sawmills
[+] Fixed graphics-related issues for the snow-covered Stump and the snow river
[-] Fixed missing pixel for Fangarms turning to the left on the adventure map
[-] Fixed turquoise pixel for the male Priest hero in the map editor
[+] Fixed pink pixel for the Charm of Mana on the adventure map
[+] Removed evenly-colored pixel strip from the Bowstring of the Unicorn’s Mane sprite
[+] Fixed numerous bugs in the Castle, Stronghold, Tower, Inferno, Necropolis, Dungeon, Citadel, and Fortress siege screens
[-] Updated obstacles and background of wastelands on the battlefield (removed graphic artifacts: green and red dots)
[-] Multiple tree fixes for dirt battlefield
[-] Removed an extra pixel from the three-hex dune obstacle
[+] Fixed Archangel idle animation in combat
[+] Fixed graphical artifacts in the Centaur idle animation in combat
[+] Fixed a graphic bug involving shadow in the Pit Fiend idle animation in combat
[+] Fixed Troglodyte and Infernal Troglodyte combat animations (primarily, movement start and end)
[-] Fixed Scorpicore’s light-colored pixels in combat
[+] Fixed death animation of Hydra and Chaos Hydra in combat
[+] Updated the Fire Elemental outline in combat: it now is a pixel away from the sprite and is more visible
[+] Fixed a graphical artifact in the Magic Elemental idle animation
[+] Fixed the Thieves’ cloak edge twitching in combat
[+] Fixed graphical artifacts in the Troll’s idle and tease animations in combat
[+] Fixed blinking pixel for the First Aid Tent in combat
[-] Fixed black pixels in shadows for all Necromancer (male) combat animations
[-] Fixed blinking pixel for the Planeswalker (female) in combat
[+] Fixed Lightning spell animation
[+] Removed graphical artifact in the first frame of the Chain Lightning animation
[-] Increased contrast and changed the colors of the Gog shot hit effect
[+] Updated neutral morale images, corrected -1 morale images
[+] Updated Information and Forbidden combat cursors
[-] Fixed portraits for Ingham, Kyrre, Solmyr, Jeddite, Yog, Vey
[+] Fixed small Medusa, Sprite, First Aid Tent, and Ballista icons
[+] Improved Archery specialization icons
[+] Changed the graphics of the non-replaceable spell scroll on the Mages Guild screen
[+] Updated and corrected images of mines in Realm Overview
[+] Fixed blue pixels for Citadel dwellings in Realm Overview
[+] Fixed bugs involving transitions between the Marketplace and Artifact Merchants windows; now all windows are uniform in design
[+] Fixed a light-colored pixel on the inactive hero purchase button
[+] Fixed a graphic artifact on the “Make a trade” button in the Marketplace window
[+] Fixed graphical artifacts of the objects panel background in Realm Overview
[+] Aligned the positions of the “Player” columns for the “Campaign” and “Scenario” highscore tables
[+] Fixed a bug: the moat didn’t fully fit into the citadel/castle icon in town
[+] Removed blue pixels on the left side of the Castle Mage Guild Level 3 and 4
[+] Fixed bright-colored pixels of the Castle citadel and castle
[+] Fixed the outline and selection area of the Castle Mage Guild
[+] Fixed the Castle Colossus outline
[+] Fixed graphical artifacts near the Mysterious Pond and Fountain of Luck, including in the construction window
[+] Fixed flashing pixels for the basic and upgraded Pegasus dwelling in Rampart
[-] Fixed the Tower castle outline
[-] Fixed the Observation Tower outline and selection area
[-] New Observation Tower campaign bonus image
[+] Fixed animation flaws of the Inferno citadel and castle rings
[+] Fixed the Fortress and Necropolis shipyards’ outlines and targeting areas
[+] Fixed flashing pixels for the Necropolis Veil of Darkness
[+] Fixed the Citadel Mage Guild Level 2 position
[-] Fixed bugs in the Conflux Altar of Thought animation
[-] Fixed Nest and Upg. Nest images on the Cove construction screen
[-] Fixed the Upg. Nix Fort on the Cove screen

Map Editor
[+] Added the ability to customize the content of several objects: Pyramid, Warrior’s Tomb, Treasure Chest, Campfire, Ancient Lamp, Wagon, Lean To, Sea Chest, Flotsam, Jetsam, Shipwreck Survivor, Sea Barrel, Vial of Mana, Tree of Knowledge, University, Seafaring Academy, Abandoned Mine
[+] Introduced the option to specify scrolls with specific spells as artifacts for heroes, rewards in Seer’s Huts, Pandora’s Boxes, Events, and as requirements in various object quests
[+] Added the ability to precisely customize all special buildings in random towns depending on the type of town generated
[+] Enabled customization of starting artifacts and creatures in hero positions for transitioning heroes in campaigns
[+] Introduced a new type of reward in Events and Pandora’s Box – movement points with the options to give or take them from the hero
[+] Added an option to prevent heroes from receiving additional random secondary skills at the start of the map if they are not of the first level
[+] Added an option to prevent heroes from gaining experience. Such heroes can have very high levels not attainable for regular heroes.
[+] Added the ability to configure the number of monsters based on their value (similar to the value of objects in RMG)
[+] Added the ability to set a custom patrol radius for heroes up to 99
[+] Added an option to enable special pickup conditions for artifacts (similar to conditions from RoE and Heroes II)
[+] Added an option to restrict players from choosing certain difficulty levels
[+] Added an option to prohibit players from hiring heroes
[+] Added new tabs to the map editor object menu; objects are organized more rationally between tabs
[+] Added hotkeys for selecting terrain, object sections, and other actions in the Map Editor
[+] Improved the hero experience setting interface: now it allows specifying both the hero’s level and the exact experience value
[+] Heroes can now be moved between land and water with automatic graphic transformation
[+] Banned buildings are now displayed in gray in the town building configuration dialog
[+] Removed redundant building construction requirements when configuring town buildings
[+] Added new town building configuration buttons: “Disallow All” and “Allow All”
[+] Added a search for Keymaster’s Tents, Border Guards and Border Gates by color
[+] Now, only trigger cells of an object cannot be placed on forbidden terrains
[+] Allowed placing almost all objects on any terrains. Exceptions: placing any triggers on Rock, placing Town triggers, Underground Gates, and Land Monoliths on water, placing Ships and Water Monoliths on land
[+] Insufficient hero count on the map no longer results in replacing the map description with an error message
[+] Map verification now includes checking for blocked Shipyards
[+] Fixed a crash when autosaving while dragging an object over impassable cells (autosave no longer occurs in this situation)
[+] Fixed a crash when attempting to edit an empty selected item or pressing space in various list windows
[-] Fixed a bug preventing the placement of objects near certain terrain objects
[+] Fixed the absence of redraw when scrolling the map if the editor window is on the second monitor
[-] Fixed issues with hero palettes, sometimes preventing them from attaching to the mouse cursor
[-] Fixed a bug: the player’s Cove faction was replaced with Castle in certain cases
[-] Fifed a big involving hero deactivation in map specifications when opening maps
[+] Element sizes changed: the longest artifact names did not fit into the artifact dialogs in evenps and Pandora’s Boxes
[-] Fixed passability of a Shrub for the rock and wasteland terrains
[+] Added the previously unused subterranean hole from the original game
[-] Fixed a bug where new HotA obstacle generation rules would not work when using the obstacle brush or RMG on tiles connecting several terrain types
[-] Corrected the names of map sizes when selecting templates (Исправлены наименования размеров при выборе шаблонов)
[+] Minor interface adjustments

Template Editor
[+] Template Editor now supports creating and editing mirror templates
[+] Added a new feature: creating rules for generating terrain types of zones depending on the terrain types and towns of other zones
[+] Added the option to control the generation of Airship Yards (similar to mines)
[+] Added the option to prohibit hiring heroes on the template
[+] Improved interface for editing links. Now you can edit multiple links at the same time, as well as copy/paste links
[+] The interface is now compatible with High DPI settings
[+] The zone editing window is split into separate tabs
[+] Reworked visualization of the zones’ content on the main screen; no more elements that don’t fit
[-] Improved the mechanism for visual scaling of links
[+] Added the option to undo/redo manipulations with templates (add, import, etc.)
[+] Added the option to apply settings to all zones/templates for a number of options
[+] Added auto-saves in case the application crashes
[+] Numerous fixes for generating html template descriptions
[+] Dragging is now done with the right mouse button, instead of a separate “Hand” tool
[+] Scroll bars removed, zooming assigned to the mouse wheel (without holding down Ctrl)
[+] The zoom in/zoom out buttons’ operation mode has been changed: now these buttons immediately change the scale when clicked, and +/- hotkeys have been added.
[+] You can now drag and drop items between lists in the item ban windows
[+] Added a status bar at the bottom of the screen with messages about completed actions or errors
[-] You can no longer edit the template name on the left panel by clicking on the current template
[-] You can no longer delete the last remaining template from the template set
[-] Fixed an issue where the order of links could be randomly shuffled when editing links or when loading a template
[-] Fixed a bug when exporting a set of templates to multiple files: templates with the same name are not overwritten, but renamed
[-] Fixed incorrect display of Cyrillic characters in the name and description of the template set and the template name.
[+] You can now use quotation marks in the name and description of the template set and the template name
[-] Fixed a bug where only the first line in the template set description was saved
[+] Introduced a limit of 299 characters for the name and description of the template set
[+] The directory for exporting the template’s html description/image is now remembered
[+] Templates now have the *.h3t extension, are stored without intermediate folders, and can be associated with the template editor
[-] Windows XP compatibility reintroduced

UI
[+] Mana Vortex is now activated manually and can only be used by a guest hero. Additionally, AI hero allies cannot use Mana Vortex in the player’s castle
[+] Added ability to view and dismiss war machines (except the catapult) in the hero window and kingdom overview
[+] Added information about surrender price and available gold in the Surrender button tooltip in combat (even if it is not available)
[+] Added new button on the adventure map: visit an object / disembark from an airship
[+] Number of attacks is displayed for the attack action tooltip in battle (for creatures with multiple attacks)
[+] Changed resources overview panel: spaces have been added to separate digits, large values are displayed in thousands and millions
[+] Now, after completing a quest in the Seer’s Hut, the information on the screen is updated upon receiving next quest
[+] Now garrison’s appearence on the adventure map and in the garrison UI is the same, correct flags of the garrison owner are also displayed
[+] Added hints with amount of resources by elements of the resource panel in various game windows
[+] Added information about artifact effect to the tooltip when choosing campaign starting bonus
[+] Improved visual readability of the researched spell in the Mages Guild
[+] Subtitles scrolling speed in campaign cutscenes has been slowed down
[+] The video now plays when you hold down interface buttons
[-] Hyphenated text has been fixed and made more universal
[-] Placement of the Pub and the Grotto have been swapped in the Cove Town Hall screen
[+] Fixed a bug: it was possible to donate scrolls, the Grail and war machines to the Sacrificial Altar
[+] Fixed coordinates during cursors pointing in battle
[-] Fixed: the extended dialog for the Black Market RMB was displayed in the center of the screen instead of being centered on the click cell
[-] Removed the “Buildings” tooltip in the Town Hall UI when the cursor is not hovering over anything
[+] Added translation and fixed bunch of bugs in the cheat menu

Miscellaneous
[+] Added new maps: Air Supremacy, Fiery Riches, Carnival of the Abyss, Ville’de’Porte, Around the Bay, Claws, Long Road
[+] Updated all sounds of Cove creatures
[+] Improved the performance of shadow rendering on the adventure map in the game and in the map editor
[+] Clarified the names of certain decorative objects
[+] Description of Luck for First Aid Tent, Ammo Cart and Catapult now indicates that they are not affected by Luck. They are no longer affected by Fortune and Misfortune spells
[-] Removed automatically applied bans of buildings in towns on Arena maps
[-] Save files from SoD are no longer visible in HotA
[-] Improved select scenarios and texts
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Tweed
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Post by Tweed »

WHERE'S MUH FORGE?!?!?!?!
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Dead
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Post by Dead »

I'm not enthusiastic about the steampunk theme, but it suits the game.
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rusty_shackleford
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Post by rusty_shackleford »

Fun fact:
HoMM popularity is due to a psy-op by the German government to get slavs hooked on German-made cultural products.
"But HoMM isn't German!"
Not so. HoMM games were made by New World Computing in partnership with Infogrames Deutschland GmbH.
Proofs:
Image


They were distributed for free as part of gaming magazines to unsuspecting slavic children as part of a government-funded program to create an eastern europe loyal to the german government through cultural dominance. Similarly, so were the Gothic games and a few other German-made video game series.
If you think this sounds insane, find a slav who was a teenager when these games were released and ask him what his opinions on HoMM and Gothic are.
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WhiteShark
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Post by WhiteShark »

Oh, what deviousness! What depths of malevolence! How dare they make good games and then give them away for free to poor slavs!
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rusty_shackleford
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Post by rusty_shackleford »

WhiteShark wrote: January 1st, 2024, 09:35
Oh, what deviousness! What depths of malevolence! How dare they make good games and then give them away for free to poor slavs!
They're the masters of projection.
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Watser
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Post by Watser »

So the madmen finally released Factory. The devteam did a great job with the Cove faction so I'm looking forward to see how this will impact the game.
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Humbaba
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Post by Humbaba »

What's most impressive is how they managed to make the sprites look authentic. Must be slav magic. But does this mod make the game any less horrifically unbalanced and autistically exploitable?




-Humbaba
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Watser
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Post by Watser »

Humbaba wrote: January 1st, 2024, 12:02
What's most impressive is how they managed to make the sprites look authentic. Must be slav magic. But does this mod make the game any less horrifically unbalanced and autistically exploitable?




-Humbaba
To an extent. Inferno is still trash and dungeon/necro still toptier but they are all competitively viable. In online play you bid for faction and color to even it out, but you are still very much at the mercy of luck in the early game. Single player is still hilariously broken but all competitive maps are designed with this in mind and it is expected you know how to manipulate the AI in combat to avoid as many losses as possible.
The care taken to keep the new factions aesthetically consistent is very impressive. Cove feels like a faction which was naturally always meant to be there.
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