Another Heroes 3 Mod (AH3M) 2.0l

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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 2.0l   See changelog

Released

2.0l

 • Fixed a crash in the routine where O-Magic from Anti-Magic reduces elemental damage from units

 • Cursed Ground no longer incorrectly prevents spellcasting units from casting their spells

 • Corrected a small error in the hero/town sorting code that prevented towns from sorting

 • Fixed an improperly-impassable road in War of the Magi

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2.0k

 • Fixed a bug preventing enemy heroes in quest maps from having Ammo Carts/First Aid Tents

 • Nagas and Cyclopses now how have the correct high-end damage (18 > 20 and 24 > 30, respectively)

 • Fixed instances in several maps of units blocking treasure able to be bypassed via the Fly spell

 • Redesigned Stronghold's starting area in Old World

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2.0j

 • The Sunray bonus for hero specialists is now correctly applied (this also fixes a potential crash)

 • Repair scrolls now properly allow fixing broken war machines out of combat

 • Soulbinder now properly blocks physical statuses and the Toxic Cloud spell

 • Clarified that Toxic Cloud respects O-Body for immunity instead of unliving

 • War of the Magi - moved the green gates blocking the tertiary Conflux towns into the water

 • Fixed an improperly-passable tile for Golem Forges (Gold/Diamond Golem dwelling)

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2.0i

 • Fixed an incorrect pointer introduced in the previous update that would lead to crashes in combat

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2.0h

 • Heroes with a Learning specialty now correctly receive skill bonuses from Learning artifacts

 • Mind Avatars now correctly check for O-Mind instead of O-Body for damage reduction

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2.0g

 • Fixed a bug in the ranged attack routine that could on rare occasions crash the game via auto-combat

 • Fixed a bug where unit status procs were more likely than intended if attackers outnumbered defenders

 • Fixed incorrect elemental attack settings for Mages/Archmages and Air/Magic/Storm/Magma Avatars

 • Trolls and Gold/Diamond Golems now properly receive combat bonuses when fighting on native terrain

 • Base elemental avatar elemental terrain bonus from +3 to +2; dual-element avatars now get +1 on both

 • Magic Avatars now treat magical plains as native terrain

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2.0f

 • Fixed a bug with the Toxic Cloud spell that would crash the game when cast at expert/master level

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2.0e

 • Swapped the levels of the Dead Man's Boots (now a Minor artifact) and Vampire's Cowl (now a Treasure)

 • Fixed improper handling of magical terrain SP discounts accidentally introduced in previous update

 • Fixed a bug where Fortress & Conflux heroes had an aggression penalty for neutral/unaffiliated units

 • Troglodytes will no longer show resistance notifications for Blind or Petrify

 • Clarified the in-game and Printme descriptions of the Gremlin Engineer ability

 • War of the Magi - player 1's second town no longer has dwellings built by default

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2.0d

 • Fixed a bug where AI heroes with the Dispel spell would invisibly cast it every turn of combat

 • Elemental terrain now correctly allows casting of high-level spells without the requisite skill

 • Paralyzed units are correctly no longer able to retaliate

 • Blinded units now correctly deal 50% damage when retaliating instead of 25%

 • Killer Breath no longer displays resistance notifications erroneously and/or when the target is dead

 • Corrected the in-game description of the Quicksand spell to indicate its 2-turn duration

 • Corrected the in-game description of the Dragonscale Armor to indicate the correct stat boost

 • Improved the formatting of the in-game description of spell scrolls

 • Bull's Eye - fixed poor random unit placement in player 2's starting zone

 • Dragon Quest - corrected an oversight where Bonmalmo was able to build the upgraded lv.5 dwelling

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2.0c

 • Fixed a bug where the damage modification from Attack and Defense was being incorrectly calculated

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2.0b

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

 • Fixed a bug where the game could crash if a human player placed a unit next to an AI ammo cart

 • Fixed the broken activation tile for player 2's starting Lumber Yard in War of the Magi

 • Added green gates to the river ways in War of the Magi to prevent invading player 3 via water

 • Added Fly scrolls as high-level treasure to Divided Lands, Old World, and Shadow Monopoly

 • Lizardmen and Lizard Hunters now have the correct Attack & Defense (5/7 instead of 5/6 and 6/7)

 • Dwarves and Battle Dwarves now correctly indicate 50% status resistance instead of 25%

 • Updated placeholder text accidentally left in as a piece of random tavern advice

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2.0a

 • Fixed a bug with external tavern hiring that was not charging gold and could lead to crashes

 • Added scrolls of Fly and Town Portal to the center zones in Bull's Eye

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2.0

 • Magic skills are now less common outside of forced intervals, particularly for might heroes

 • Completely unlearnable skills by class are now much more limited

    ---> Rampart heroes cannot learn Fire Magic nor can Inferno heroes learn Water Magic
    ---> Necromancy is limited to Necro heroes, who can't learn Leadership or First Aid (no change)

 • Air Magic is now the least common element for Fortress (instead of Fire)

 • Witch starting skill now Water or Air Magic (instead of Resistance)

 • Druid starting skill now Resistance (instead of Earth Magic)

 • Several classes now have different secondary (non-starting) major skills:

    Undertaker -> Sailing      (was Necromancy)
    Warlock -> Fire Magic     (was Wisdom)
    Battlemage -> Sorcery    (was Fire Magic)
    Witch -> Wisdom           (was Learning)
    Mystic(*) -> (All)Magic   (was Sorcery)

    (*Renamed from Sorcerer since Sorcery is no longer a major skill)

 • Lowered lv.7 unit specialist speed bonus from +2 to +1

 • Changed the skill specialties of several heroes:

    Thane (Tower) -> Resistance    (replaces Tactics)
    Quinn (Inferno) -> Logistics      (replaces Agatha as a Resistance specialist)
    Jasmine (Dungeon) -> Tactics   (replaces Logistics)

    Lilith (Inferno) -> Luck            (was Quinn's specialty)
    Ragnar (Inferno) -> Devils       (was Lilith's specialty)
    Kaine (Inferno) -> Imps          (was Ragnar's specialty)
    Agatha (Inferno) -> Mysticism  (was Kaine's specialty)

 • Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists:

    Melodia (Rampart) -> Cure        (replaces Haste)
    Solomon (Tower) -> Weakness  (replaces Enslave)
    Daremyth (Tower) -> Haste       (replaces Fate)
    Thant (Necropolis) -> Slow        (replaces Toxic Cloud)
    Alamar (Dungeon) -> Harm       (replaces Enslave)
    Branwen (Fortress) -> Slow       (replaces Enslave)
    Deneb (Fortress) -> Cure          (replaces Bless)
    Jasper (Conflux) -> Slow          (replaces Stoneskin)

 • Harm spell specialty reverted to double damage as in the original game rather than +50% damage

 • Several minor changes to hero starting spells

    ---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells
    ---> No heroes start with a 3rd-level spell now except for Vey (Stronghold)

 • Wisdom now allows additional spellcasts each round instead of gating high-level spells

    ---> Each spell must be of a different element; Master Wisdom allows one of all four
    ---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast
    ---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert
    ---> Wisdom no longer follows the "must be offered every (X) levels" rule
    ---> Switched to use former Scholar GFX

 • Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them

    ---> All random units can offer to join unless set to maximum aggression
    ---> Aggression multiplies the cost of join offers; most randoms have 3-7
    ---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression
    ---> "Sympathy" mechanic removed (no bonus for having the unit in your army)

 • First Aid no longer increases unit health and solely affects the performance of the tent

    ---> Basic First Aid allows the tent to remove physical statuses
    ---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum)
    ---> Master level allows the tent to act twice per round

 • Ballistics (renamed back from Engineering) now solely affects the performance of the ballista

    ---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas)
    ---> Ballista damage calculation now uses hero level instead of attack
    ---> The Ballista now has the correct Attack value of 10
(was 5)

 • The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each

 • The health of war machines now scales with hero level (20 * lv. for all of them)

 • Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect

 • Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values

 • Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x

 • Resistance now defends against Killer Breath (see below)

 • Renamed several units & unit abilities:

    Elite Centaur -> Centaurian
      War Unicorn -> Magic Unicorn
     Boss Gremlin -> Gremlin Engineer
           Djinni -> Noble Efreet
           Gorgon -> Taurus
       Disembowel -> Killer Breath
            Aging -> Wither

 • Renamed several unit dwellings to include the name of the residing unit

    Altar of Wishes -> Genie Altar
    Golden Pavilion -> Naga Pavilion
    Fire Factory    -> Gog Factory
    Kennels         -> Hound Kennels
    Well of Souls   -> Ghost Well
    Estate          -> Vampire Estate
    Mystic Refuge   -> Fairy Refuge

 • Reworked the roles of the four upgraded elemental avatars

    ---> Magma Avatars are now ranged attackers instead of Ice Avatars
    ---> Ice Avatars now have the highest defense and health
    ---> Energy Avatars now have the highest attack and speed
    ---> Both ranged and melee attacks from upgraded avatars are now dual-element

 • Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units:

         Paladins: +2 Morale
       Archdemons: +2 Luck
    Ghost Dragons: -2 Morale
     Gold Dragons: 50% Status Resistance
(replaces Unicorn ability)
     Mind Avatars: O-Mind
    Magic Avatars: O-Magic 3/4

 • Raised low-end unit status resistance from 20% to 25% and added 75% status resistance

    ---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20%
    ---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability)
    ---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body

 • Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their old status resistance/aura

 • Gremlin Engineers can now repair war machines (1 damage per Gremlin) and no longer have shots

 • Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units

    ---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot)

 • The poison status now deals damage over time instead of reducing maximum health

    ---> Naga Queens can now set poison instead of retaliating twice

 • The petrify status now reduces all damage by 75% instead of just physical damage

 • Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged)

    ---> Devils/Archdevils can now set disease (Archdevils have a higher chance of doing so)

 • Moved inherent Pain Reflection from Archdevils back to Noble Efreet

    ---> Noble Efreet no longer lower target's defense (as Sunray)

 • Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status)

 • Added new damage bonuses to several units

    ---> Gremlins/Gremlin Engineers deal double damage to enemy war machines
    ---> Troglodyte Soldiers deal +25% damage if their morale is higher than foe's
    ---> Gnoll Marauders deal +25% damage with initiating attacks
(instead of no foe retaliation)

 • Adjusted the shot count of many units

    ---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla)
    ---> Orc Warriors now have 2 shots instead of 1
    ---> Cyclops Brutes now have 2 shots
(base Cyclopses still only have 1)
    ---> Lizard Hunters now have 8 shots (base Lizardmen still only have 6)
    ---> Storm and Magma Avatars now have 4 shots instead of 12
    ---> All other units with elemental shots now have 8 instead of 12
    ---> The Ballista now has 12 shots instead of unlimited ammo

 • Raised the defense bonus for the Defend command from 20% to 25%

 • Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers:

    ...no longer ignore the "enemy can't retaliate" ability
    ...no longer incorrectly allow more retaliations on lethal strikes

 • Skeletons now have the correct growth rate (16 instead of 12)

 • Raised Medusa growth rate (4 -> 5)

 • Goblins now have the correct Attack and Defense values (5/4 instead of 4/3)

 • Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66%

 • Fire Avatars no longer possess the "Flying" ability (as in the original game)

 • Fairy Dragon spell mastery from unskilled to expert (as in the original game)

 • Enchanters now cast Bless in place of Cure

 • Slightly adjusted cost of many units

 • Several spells have reduced effectiveness due to the above-mentioned skill changes

    ---> Elemental resistance spells now cap at half damage (75% for dual-element attacks)
    ---> Haste now caps at +2 speed (+3 for specialists)
    ---> Slow now caps at 33% reduction (50% for specialists)
    ---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack
    ---> Cure now removes physical statuses only at basic level and is no longer mass effect
    ---> Berserk radius reverted to cap at 2 hexes

 • Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells

 • Renamed/reworked several spells, reverting some confusing name changes:

             Fear (AKA Blind) -> (now a physical status, no longer a spell)
         Despair (AKA Sorrow) -> Fear
         Berserk (AKA Frenzy) -> Flamestrike (see below)
          Chaos (AKA Berserk) -> Berserk
(back to its original name)
            Meteor Strike -> Meteor Shower (back to its original name)

 • The effects of the Wizard Eye spell now persist until the end of turn

    ---> Now also shows treasure chests (on land only)
    ---> Redundant (extra) castings will no longer cost SP
(as the Water Walk/Fly spells)

 • New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn

    ---> Has same redundant casting protection as Wizard Eye

 • Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell)

    ---> Also has new SFX since Fortune's old SFX is now used by Torchlight

 • Recall is now an Earth spell and returns the caster to the hiring pool with their army intact

    ---> Basic Earth magic: hero may be re-hired from your capital city
    ---> Expert Earth magic: hero may be re-hired from any town
    ---> Master Earth magic: hero may be re-hired from any tavern, including external ones
    ---> AI players will treat this spell as Town Portal

 • New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn

    ---> Expert and Master Air Magic increase the spell's duration to 2/3 turns
    ---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.)

 • Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit

 • Fly now halves the movement penalty for rough terrain rather than eliminating it

 • Warp now marks a hero's location on the map and will return them to that position when cast again

 • Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat

    ---> Repairing destroyed war machines requires Earth Magic

 • Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do

 • Sunray is now a standard-duration status effect that is no longer unremovable or cumulative

    ---> Raised magnitude from 3/6 to 4/8
    ---> Changed specialty bonus from +6 to +(target unit lv.)

 • Dispel now removes all non-physical statuses from all units on the battlefield at basic level

    ---> Expert Air Magic: selective status removal from allied units (negative only)
    ---> Master Air Magic: selective status removal from enemy units (positive only)

 • Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense

 • Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level

 • Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells

    ---> O-Magic now also resists magical statuses in addition to reducing damage
    ---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic

 • Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect

    ---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect)

 • Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns

    ---> Clone is now a 3rd-level spell, taking the place of Enslave

 • Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living)

    ---> Formula now adds magic power to # of units (2x at master) instead of unit health

 • Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks

 • Purify is now single-target and kills a set percentage of units in addition to dealing damage

    ---> Now uses old Prayer animation and has new SFX

 • Toxic Cloud may now set poison at expert and master level and can no longer miss on living units

    ---> Now uses Weakness/Acid Breath GFX (swapped with Weakness/Minotaur King enrage ability)

 • Meteor Shower now deals half damage to units outside of the central/target hex

 • Armageddon damage is now halved by O-Fire instead of ignoring it completely

 • Lowered magnitude of Elemental Summon spells from 10x to 5x

 • Fire Wall now correctly displays damage on right-click

 • The Stoneskin spell is no longer effective on war machines

    ---> Spell descriptions are now more clear about what will and will not work on war machines

 • Redesigned the spellbook layout and behavior to look better and be easier to read

    ---> Adventure spells are now grayed out/disabled when in combat and vise versa
    ---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out

 • Overhauled the odds of spells appearing in mage guilds

    ---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%)
    ---> Mage Guilds in all towns are now expanded (as Tower with Magic Library)

 • Increased the cost of spells from Mage Guilds

    Lv. 1    50    (was 25)
    Lv. 2    100    (was 50)
    Lv. 3    250    (was 100)
    Lv. 4    500    (was 250)
    Lv. 5    1,000    (was 500)

 • Tower's Magic Library now sells scrolls for lv.1-3 spells

 • Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling

    ---> It is now more expensive to build and is no longer required to build the lv.3 dwelling
    ---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade
    ---> Swapped the resource costs of the portal with the Mana Vortex

 • Changed the output of Necropolis's Death Machine (formerly "Death Converter") for several units

    ---> Archers/Griffins/Swordsmen now give the correct results
    ---> Enchanters now become Liches (as Monks and Mages do)
    ---> Evil Eyes/Beholders now become Ghosts instead of Zombies
    ---> Only dragons will become Bone Dragons instead of any 7th-level unit

 • The Rampart & Inferno grails now correctly give +3 luck instead of only +2

 • Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing

 • Changed the Blacksmith contents of several towns:

    ---> Castle  -> First Aid Tent    (instead of Ballista)
    ---> Tower   -> Ballista           (instead of Ammo Cart)
    ---> Inferno -> Ammo Cart      (instead of Ballista)
    ---> Conflux -> Catapult only   (instead of First Aid Tent)

 • Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500

 • Town blacksmiths now require heroes to end their turn in town to repair broken war machines

 • Overhauled the handling of heroes in taverns, making several improvements

    ---> Escaped (retreated/surrendered) heroes may now also appear in external taverns
    ---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot
    ---> Escaped and recalled heroes use different slots; you may have 1 of each at a time
    ---> Fixed a bug that would sometimes lead to no heroes being available to hire

 • Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns

    ---> the tavern tip is now always the same on day 1 (reminding players about right-click info)
    ---> information for AI-only players (not human playable) is no longer displayed
    ---> AI-only teams are also no longer shown on the game setup or scenario info screens

 • The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource

 • Changed the amount of starting gold and resources for AI players on certain settings

    ---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000)
    ---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000)
    ---> AI players now start with 1 of each rare resource on Very Easy instead of 0

 • Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers

    ---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1

 • Several more artifacts now raise knowledge (the hardest stat to boost through artifacts)

    Magician's Hat        (+1 magic/knowledge instead of +2 magic)
    Helm of Chaos        (+1 knowledge instead of magic)
    Crown of the Magi    (+5 magic & +1 knowledge)
    Tunic of the Magus    ("")

 • The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic

 • The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts

 • The Elixir of Life artifacts now boost health by a percentage instead of a static value

 • Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses

 • Changed the special effect of several combination artifacts

    ---> Timespinner to SP costs -25% instead of absorbing enemy SP costs
    ---> Soulbinder
(formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs
    ---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind
    ---> Armageddon's Blade no longer subtracts the defense of its components
    ---> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output

 • Raised experience values for artifacts at Rebel Camps

    Lv.1  1500  (was 1000)
    Lv.2  4000  (was 3000)
    Lv.3  7500  (was 6000)
    Lv.4  15000 (was 10000)

 • Artifact Traders now buy spell scrolls for gold only and will pay more for higher-level spells

    ---> scroll value is based on purchase cost (500/1500/2500), with lv.4-5 scrolls valued at 5000
    ---> fixed a bug where the artifact in the second "misc" slot was blocked from being sold

 • Spell shrine "not enough gold" rejection messages will now display the spell for sale

 • Reduced terrain penalty for Sand from 1.6x to 1.4x

 • Elemental terrain now halves the SP costs instead of reducing them to the spell level

 • Increased the gold/resource rewards for all creature banks

 • Increased the gold from Templar's Grave (formerly "Warrior Tomb") to 4000-6000

 • Flotsam to higher odds (+10%) for wood + rare resource and less (-10%) for just wood

 • Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience

 • Pyramids now contain a random 4th-level artifact instead of gold

 • Owned external dwellings now show population on right-click and no longer provide town growth bonuses

 • The "split stack" button in town now initiates a trade if a hero is selected (and two are present)

 • The "fort" button on the town screen now opens up the town defense (unit comparison) screen

    ---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot

 • Hero skills can now be sorted by left-clicking (no +alt needed) the skill icon in the hero screen

    ---> Sorting skills in the hero screen while in a town no longer exits the hero screen

 • Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button

 • The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement

    ---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them
    ---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining

 • Repositioned several buttons (Sleep/Dig/Quest Log/View Map/Kingdom Overview) on the adventure map UI

 • The middle mouse click no longer has any effect (instead of replaying current player turn)

 • Replaced the video quality option in the options screen with a toggle for ambient sound loops

 • The unit info combat options no longer affect the display of hero data or damage in the status bar

    ---> it is no longer possible to turn off the in-battle hero info display by any means

 • Clicking a hero's spell point total in kingdom overview no longer displays an incorrect maximum of 0

 • Added a blank line between turns in battle logs for easier reading

 • Removed the menu bar from the game window

 • Added several new sound effects to the game for...

    ...opening treasure chests
    ...obtaining gold on the map (as opposed to other resources)
    ...purchasing/upgrading units, spells/scrolls, or war machines
    ...making deals at marketplaces, black markets/artifact traders, or mercenary guilds
    ...entering/exiting the Mage Guild/Blacksmith
    ...external blacksmith repairs your broken war machine(s)
    ...opening/closing the spellbook
    ...aborting/failing a spellcast
    ...casting the Clone spell (SFX existed, but never played correctly)
    ...completing a quest

 • Added text to several adventure map locations that previously did not have any

 • Overhauled how animation speed settings are handled in combat (should result in smoother animation)

 • Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis

 • The colorblind accessibility patch now includes edits for the Rocky Flats terrain overlay

 • Added two new maps: Bull's Eye & War of the Magi

    ---> Bull's Eye: Medium, target-shaped/maze-style with focus on randomness & external dwellings
    ---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win

 • Several major changes to Dragon Quest mostly due to above changes

    ---> Player towns can no longer build upgraded dwellings; hill fort required in all cases
    ---> Player towns can no longer build base dwellings for Unicorns, Ogres, or Cyclopses
    ---> Spells can no longer be purchased from mage guilds; added more scrolls/shrines
    ---> Elemental magic skills are now only learnable through quests
    ---> Wisdom may be learned by anyone (only Brey starts with it)
    ---> Stoneskin is now exclusive to Cristo (he no longer gets Shield)
    ---> Cristo now learns Clone (as Surround) instead of Weakness
    ---> Nara is now a Witch instead of a Druid (spell specialty: Slow)
    ---> Moved the two earliest spell teachers (for Cristo and Nara) further back
    ---> Removed all of the skill teachers except those for Sailing and Diplomacy
    ---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area
    ---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents
    ---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him)
    ---> Zenithia is no longer guarded by a single Angel (just the event battle prior)
    ---> The shopkeeper at Endor now has a proper accent

 • Made many changes to other existing maps, some based on above changes

    ---> Most unowned towns and garrisons have more/a wider variety of guards
    ---> Banned the Fly spell in Desert Storm as in other small maps
    ---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list)
    ---> Added guards to the second keymaster tents in Adventure Island
    ---> Added an external Blacksmith and Black Market to Adventure Island
    ---> Add Recall shrines to the player starting zones in Shadow Monopoly
    ---> Reworked the starting and third-zone quests in Shadow Monopoly
    ---> Added guards to the "be hero" quest huts in Zerg Rush
    ---> Added several portal connections between players in Zerg Rush
    ---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush
    ---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga
    ---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga
    ---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb)
    ---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade
    ---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8
    ---> The Grail in Lake Orion is now always underground (to keep it in neutral territory)
    ---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone
    ---> Fixed improper enemy placement near the surface crystal mine in No Man's Land
    ---> Added a prison to World of Ruin
    ---> Removed "Allied Maps" folder


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