26 Screenshots
About This File
Another Heroes 3 Mod, named in loving tribute to AM2R (Another Metroid 2 Remake), is my personal take on one of the greatest strategy games of all time. When I first started working on this little project several years ago, I couldn't have possibly dreamed how far it would eventually come. I've since managed to accomplish every goal that I set forth on a core design level and then some. Future development will focus mostly on the addition of more content (i.e. maps)... or at least that's the plan.
Another Heroes 3 Mod features...
- Completely re-balanced heroes, skills, units, spells, artifacts, buildings, and map locations
- New mechanics and abilities which expand directly on existing ones
- Custom-built maps made with these new design concepts in mind
- Improved user interface and several quality of life features
- ...much more!
Many of you have never heard of or played Heroes of Might & Magic 3, but have played Brave New World and are taking me at my word that it's a game worth playing. Others are familiar with H3's pedigree and are interested in seeing what I have done to improve it. The very short answer for anyone familiar with my previous work is that I gave it the "Brave New World" treatment in that I aimed simply to make the game a better version of what it already was by accentuating what worked best and tweaking what didn't. If you want to know more, consult the documentation included with the download or just dive right in.
What's New in Version 2.1g See changelog
Released
Version 2.1g
• Fixed a crash with Armageddon's Blade dealing damage each turn when equipped by the left hero
• Fixed a crash with compliant (free join) random units
• Fixed a bug where inherent elemental damage resistance was being incorrectly applied
• Fixed a bug where the Familiar SP would sometimes incorrectly apply outside of combat
• Fixed a bug with unit dispel procs flagging a false resistance positive on targets with no statuses
• Fixed a bug where heroes could sometimes incorrectly still come equipped with catapults
• The Dead Man's Boots and Vampire's Cowl now have the correct values instead of being swapped
• Bull's Eye - corrected poor enemy placement on water tiles
• War of the Magi - Torrent and Undine can no longer be hired by players 1 and 2
• Dragon Quest - Catherine no longer starts with Shield and elemental resistance spells
• Various minor text formatting corrections
-------------------------------------------------------------------------------------------------------------------------
Version 2.1f
• Fixed a rare crash related to the per-turn damage dealt by the poison status
• Fixed a crash with the additional right-click unit info provided by thief dens
• Fixed a bug introduced in the previous update where water spell skill borders appeared incorrectly
• Fixed a bug introduced in the previous update where unit luck was showing incorrectly on right click
• The player is now informed when resistance blocks Behold blind shots or Archmage/Sprite dispel effect
-------------------------------------------------------------------------------------------------------------------------
Version 2.1e
• Fixed a crash with the Ghost Dragon "wither" proc (this was SUPPOSED to be fixed in 2.1a >.<)
• Fixed a bug where AI heroes would get "stuck" on Magic Springs
• The Armageddon's Blade cast now deals the correct damage (100 instead of 50)
-------------------------------------------------------------------------------------------------------------------------
Version 2.1d
• Flamestrike now correctly has a standard duration (magic power) instead of skill-based (2~4 turns)
• Fixed an error in the scoring formula when the game ended on a losing team's turn
• Fixed a rare crash related to a failed sanity check in the "aura" ability
-------------------------------------------------------------------------------------------------------------------------
Version 2.1c
• Fixed a bug where dual elemental avatars were incorrectly dealing +50% damage
• Fixed a bug where units dealing water damage were incorrectly hitting weaknesses
• Fixed a minor visual bug with message boxes for flotsam that contain only wood
-------------------------------------------------------------------------------------------------------------------------
Version 2.1b
• Fixed a major bug that was causing crashes with units dealing elemental damage
-------------------------------------------------------------------------------------------------------------------------
Version 2.1a
• Fixed a crash with the Ghost Dragon "wither" proc
• Fixed a bug where all unit "aura" abilities were not working correctly
• Fixed a bug where Toxic Cloud was only affecting unliving units instead of living ones
• Fixed a bug where the first aid tent targeting was checking bogus data for the disease status
• Nomads and Trolls now have the correct background image on right-click when purchasing them
-------------------------------------------------------------------------------------------------------------------------
Version 2.1
• Ballistics & First Aid now less common for heroes from towns that do not sell Ballistas/Tents
• Reverted to certain skills no longer being able to be learned naturally by certain classes
Offense Witches
Armorer Battlemages
Sorcery Knights/Clerics, Barbarians, & Beastmasters
Leadership Alchemists/Wizards & Guardians/Mystics
First Aid Sentinels/Hellions & Guardians/Mystics
Ballistics Rangers/Druids & Guardians/Mystics
Diplomacy Overlords/Warlocks
• Teachers & Universities/Magic University no longer respect class inability to learn skills
• Knights now have Diplomacy as a common skill instead of Tactics
• Fixed a bug where Diplomacy was not being factored into the possibility of a join offer
• Edgar (Overlord) now starts with Resistance instead of Armorer
• Wizard Eye now shows random units and towns on the map in addition to pickups and mines/heroes
• Raised base damage of Implosion from 100 to 200
• Ranged units are now able to toggle between ranged and melee attacks by clicking on themselves
• Added mind immunity (O-Mind) to Evil Eyes/Beholders
• Fixed misplaced pointers for the Behemoth/Dread Behemoth "ignore X% defense" values
• Slightly reduced the odds of AI-controlled spellcasting units using a spell each turn (30% -> 25%)
• Soulbinder and the Mind Avatar aura now only block hostile mind spells (ignoring Heroism)
• Fixed a bug where Legend artifacts were not working correctly and possibly causing crashes
• Improved the targeting of the First Aid Tent & Ammo Cart, fixing several bugs/issues
--> Tents/Carts can no longer incorrectly target adjacent enemy units
--> Tents/Carts can no longer target units that require no healing/are not missing ammo
--> Ammo Carts can no longer target the Ballista or Catapult (as both have infinite ammo)
--> Ammo Carts no longer get a turn if there are no valid targets (per above two lines)
--> Ammo Carts no longer display erroneous "wait" or "0 damage" messages when used by the AI
• Ammo carts now have unique targeting cursor and SFX/GFX on use instead of copying the first aid tent
• War machines now have 20 HP + 10x hero lv. instead of 20x hero level
• Unliving/Undead units can no longer be healed by the First Aid Tent or Cure spell
• Wizard Eye now common in Conflux Mage Guilds; Cure (see above) and Repair now rare
• Tower's Magic Library now exists as a separate building to prevent accidentally buying scrolls
• Fixed a bug where Inferno's grail building was not functioning properly
• Changed resource requirements for several buildings
--> Order of the Blade now requires 5 Crystal (instead of the upg. Swordsmen dwelling)
--> Base Monk dwelling no longer requires 2 of ever rare resource
--> Upg. Horsemen dwelling now requires 5 gems and crystal
--> Upg. Pegasus dwelling now requires 5 gems and crystal (instead of 10 crystal)
--> Upg. Unicorn dwelling now requires 5 gems and crystal (instead of 10 gems)
--> Base Genie dwelling no longer requires 5 crystal (just 5 gems)
--> Upg. Genie dwelling now requires 5 gems and crystal
--> Order of Fire now requires 5 sulfur
--> Base/upg. Efreet dwellings now require mercury instead of sulfur
--> Base/upg. Vampire dwellings now require 5 sulfur; upg. no longer needs crystal (just 5 gems)
--> Base/upg. Lich dwellings now require 2/3 of every rare resource, respectively
--> Upg. Harpy dwelling no longer requires Crystal
--> Base Evil Eye dwelling no longer requires 2 of every rare resource
--> Base Medusa dwelling now needs 5 crystal; upg. now needs 5 gems (in addition to 5 crystal)
--> Base Minotaur dwelling no longer requires gems; upg. now only needs 5 (instead of 10)
--> Base Manticore dwelling now requires 5 sulfur; upg. now requires 10 (instead of 5)
--> The Dominion Portal now requires 5 of every rare resource (instead of 3)
--> Upg. Ogre Fort now only requires 3 of every rare resource (instead of 5)
--> Upg. Roc dwelling now requires 5 crystal
--> Upg. Basilisk & Taurus dwellings now require 5 sulfur and mercury (instead of 10 mercury)
--> Magic University no longer requires rare resources
• Defending units in siege battles no longer take damage from their own barricades
• Fixed a bug introduced in 2.0o that broke moving through native rough terrain with no penalty
• Right-clicking the experience option for treasure chests now displays hero's experience/next level
• Right-clicking on owned dwellings now displays the available unit type(s) in addition to population
--> Golem Forges now properly show population on right click
--> Golem Factories & Forges are no longer mislabeled on right-click
• Magic Springs are no longer limited to one use per turn
--> Magic Springs are no longer mislabeled as Magic Wells in the message box text
• Empty Abandoned Mines are no longer mislabeled as Gnarled Oaks when visited
• Updated the description for Adventure Island to better indicate its purpose as a tutorial map
• Sailing and Water Walk are now banned in War of the Magi except for the green player
• Swapped the header icons for faction choice and victory condition in the map selection screen
• Added a sound effect for selecting a map on the map selection screen
• Fixed the vanilla "Daily Double" bug wherein the "New Day" sound could play multiple times
• Cleaned up some irrelevant/unused text in the HD mod configuration file
• The installer will now abort if the correct version of HD mod is not detected
• Added an uninstall script to the AH3M installation (this formerly had to be done from the installer)
• Added an optional launcher that will automatically check for AH3M updates (credit: Gandalf)
Report this file
