Another Heroes 3 Mod (AH3M) 1.6

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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 1.2i   See changelog

Released

 • 1.2i - Fixed a bug that would occasionally crash the game during the AI's turn

 • 1.2i - Heroes with unit specialties now correctly get a Diplomacy bonus for the upgraded versions

 • 1.2i - Artifact Trader and Mercenary Guild rates now improve with more of them instead of Marketplaces

 • 1.2i - Added regeneration to Living Dead (upgraded Zombies)

 • 1.2i - Corrected the description text for Ogre Magi

 • 1.2h - Weekly growth bonuses now apply to both base and upgraded dwellings and are 2x growth instead of +5

 • 1.2h - Growth weeks can no longer incorrectly occur for unaffiliated units or for Conflux units

 • 1.2h - Monthly bonuses now also apply to upgraded dwellings and are 3x growth instead of 2x population

 • 1.2h - Added graphics for the fifth-level castle Mage Guild

 • 1.2h - The Dragonlord Armor should no longer incorrectly block lv.1-4 spells

 • 1.2h - Removed blank artifact entries from the map editor

 • 1.2h - Optimized more code (again, should hopefully be invisible to the player)

 • 1.2g - Magic Elementals now correctly have 75% spell resistance instead of only 50%

 • 1.2g - Paralyze odds are now properly 1/3 (corrected a rounding error)

 • 1.2g - Optimized some more code (should again hopefully be invisible to the player)

 • 1.2g - Fixed a crash from the previous update when loading new maps with HD+ mode enabled

 • 1.2g - Fixed an error in the installer that was failing to check drives other than C:\

 • 1.2f - Fixed a major bug in the previous update that was causing crashes

 • 1.2f - Zerg Rush & Ocean Saga - reverted the change to starting hero positions

 • 1.2f - Added graphics for the fourth-level Stronghold and Fortress Mage Guilds

 • 1.2f - RIP Eddie (2004-2021), you will always be missed <3

 • 1.2e - Siege/garrison battles no longer offer an inherent experience boost

 • 1.2e - Renamed the Teleport spell (Dimension Door) to Warp to avoid confusion with the old Teleport spell

 • 1.2e - The AI is now slightly less likely (30% -> 20%) to use a unit's spellcast abilities each turn

 • 1.2e - The Magician's Hat now has +2 Magic instead of +1 Magic and +1 Knowledge

 • 1.2e - Replaced the Magic Cloak with the Tabard of Celerity (+1 unit speed)

 • 1.2e - Reduced the Pendant of Life's effect to match the Ring of Health, which is now also a minor artifact

 • 1.2e - Removed the rings from the Dragonlord Armor and reworked them as standalone artifacts

 • 1.2e - The minor Holy Alliance artifacts now both boost morale while the Dragon ones now boost luck

 • 1.2e - Per the above, the Dragontooth Necklace now only has +1 Magic and the Dragonbone Greaves +1 Defense

 • 1.2e - The Targe of the Mad Ogre is now +4 defense instead of +3 Defense and +2 Attack

 • 1.2e - The Mystic Orb of Mana is now a ring (formerly Quiet Eye of the Dragon) with +4 Knowledge

 • 1.2e - The Dragonscale Shield and Armor now have +3 Defense and +2 Magic instead of +4 Defense

 • 1.2e - Slightly buffed the Dragontongue Sword, Dragonfang Crown, and Titan's Artifacts

 • 1.2e - The Dragonlord Armor now only heavily boosts Defense/Magic (+13) with less Attack/Knowledge (+5)

 • 1.2e - Re-adjusted the values of all artifacts; relic artifacts in particular are now worth much more

 • 1.2e - Renamed several artifacts (see Printme for details)

 • 1.2e - Optimized a great deal of the artifact code (should hopefully be invisible to the player)

 • 1.2e - Fixed incorrect right-click text for the Holy Alliance and Dragonlord Armor morale/luck bonuses

 • 1.2e - Fixed potential unexpected behavior from Magebane and the Earthquake spell

 • 1.2e - Fixed a bug where buying a spell with a scroll equipped would undo the basic minimum level casting

 • 1.2e - Fixed incorrect battle log text for Timespinner

 • 1.2e - Fixed the keyboard shortcuts that were broken when redesigning the interface buttons

 • 1.2e - The "move hero" button should no longer incorrectly gray out

 • 1.2e - Cursed Ground now correctly gives a +2 native terrain bonus to undead units instead of non-undead

 • 1.2e - Ocean Saga & Zerg Rush - starting heroes now begin inside their starting town instead of next to them

 • 1.2e - Zerg Rush - removed a poorly-placed obstacle in Dungeon's starting zone

 • 1.2e - Added several more directories for the installer to search a HoMM3 installation

 • 1.2d - Fixed a bug where the Cure spell would crash the game when cast at master level

 • 1.2d - Zerg Rush - fixed some quest text typos and removed a misplaced obstacle from the lake

 • 1.2c - Swapped the appearance of Stronghold and Fortress heroes for Castle/Inferno and Rampart/Necropolis

 • 1.2c - The grail bonus is now properly applied to your score if the building has been constructed

 • 1.2c - Reduced the radius of Necropolis's Cover of Darkness from 20 tiles to 10

 • 1.2c - Dark Alliance - removed the external Cover of Darkness from Necropolis's zone

 • 1.2c - Zerg Rush - lowered difficulty to medium after further player feedback

 • 1.2c - Zerg Rush - added a scroll of Town Portal to a central location of the map

 • 1.2c - Zerg Rush - fixed some incorrect quest text in Castle's starting zone

 • 1.2c - Fixed some bad formatting for the Earth Resistance spell

 • 1.2c - Corrected the description text for Master Genies

 • 1.2c - Corrected minor errors in the Readme and Printme

 • 1.2b - Fixed a bug in the last update that corrupted the build lists for Stronghold, Fortress, and Conflux

 • 1.2b - Zerg Rush - set two random resources in each start zone to guaranteed wood and ore (one each)

 • 1.2a - The player no longer starts with any rare resources on "Very Hard" difficulty

 • 1.2a - Castle's mage guild is no longer capped and Stronghold/Fortress can now build up to level four

 • 1.2a - Earthquake now destroys instead of damaging fort sections (Master level = total demolition)

 • 1.2a - Counterstrike now allows unlimited retaliations plus extra damage for each skill level (one stack)

 • 1.2a - Swapped the costs of Earthquake (now a 3rd-level spell) and Anti-Magic (now 4th-level)

 • 1.2a - Swapped the costs of Purify (renamed from Destroy Undead) and Counterstrike

 • 1.2a - Swapped the costs of Heroism/Despair (renamed from Misery) and Weakness/Stoneskin

 • 1.2a - Renamed the Frenzy spell to Berserk and the Berserk spell to Chaos (also swapped their graphics)

 • 1.2a - Renamed two other spells (Immolate -> Firestorm, Meteor Shower -> Meteor Strike)

 • 1.2a - Elemental resistance spells now reduce damage from basic spirit units (renamed from elementals)

 • 1.2a - Base negative morale (without Despair) is now properly capped at -4 instead of -3

 • 1.2a - Fixed a bug where Battle Dwarves were not dealing extra retaliation damage as intended

 • 1.2a - Fixed a bug where Familiars were reducing spell costs to 1 at higher elemental skill levels

 • 1.2a - Increased the effect of the Master Genie "wish" spell to ATK/DEF +5 (instead of +3)

 • 1.2a - Added a wood cost to Castle's Barracks and removed the ore cost from upgraded Jousting Grounds

 • 1.2a - Split the rare resource cost between the base and upgraded Monastery (as with other like dwellings)

 • 1.2a - Zerg Rush - increased map difficulty to hard (instead of easy) based on player feedback

 • 1.2a - Zerg Rush - heroes who begin with Sailing as a secondary skill now correctly do so

 • 1.2a - Zerg Rush - moved Tower's ore pit closer to it's starting town (swapped with the second town)

 • 1.2a - Zerg Rush - moved an obstacle that was incorrectly blocking a path in Dungeon's starting zone

 • 1.2a - Added allied versions of Ocean Saga (Castle/Fortress vs. Necropolis/Conflux) and Zerg Rush

 • 1.2a - Edited several pieces of tavern advice rendered incorrect/obsolete by previous updates

 • 1.2a - The installer should now properly disable Quick Combat when HD+ mode is enabled

 • Added a new map (Zerg Rush: medium, 8 players, themed around first-level units)

 • Locked AH3M to version 5.3_R5 of HD mod to ensure ongoing compatibility

 • Fixed occasional crashes when removing negative statuses

 • Fixed occasional crashes when using whirlpools

 • Warlocks now have Earth Magic as a common skill and Archery as a rare skill

 • Offensive Earth spells and Resurrection are now more common in Dungeon's mage guild

 • Minor adjustments to fifth-level odds for Rampart's and Inferno's mage guilds

 • Raven now starts with Pathfinding instead of Diplomacy

 • Gem and Melodia now start with Luck instead of Earth Magic

 • Dace now correctly starts with Leadership instead of Wisdom

 • Removed the morale/luck effects from Angels, Devils, and Bone Dragons

 • Paladins and Archdemons now correctly display their luck/morale bonuses on right-click

 • Unicorns now have a 1-hex "aura" of spell resistance (as in the original game)

 • Non-upgraded Griffins can now retaliate twice per round (as in the original game)

 • Naga Queens can now retaliate twice per round instead of no enemy retaliation

 • Master Genies can now cast a spell to boost ATK/DEF (+3) instead of lowering hero SP costs

 • Familiars now lower hero SP costs during their turn instead of absorbing enemy hero SP costs

 • Archdevils now have inherent Pain Reflection (33%) instead of raising enemy hero SP costs

 • Djinni now correctly lower target unit's defense by 3 instead of 5

 • Minotaur Kings no longer incorrectly lose defense from their "Enrage" ability

 • Non-upgraded Cyclopses now correctly have no melee penalty instead of Ballistics

 • Ogre Magi can now cast Frenzy twice per battle instead of only once

 • Disease now lowers speed by 3 instead of 1

 • Undead units now get +2 ATK/DEF/SPD on Cursed Ground instead of +1

 • The Ballista now correctly always deals double damage with expert Ballistics (instead of 50% odds)

 • The "artifact" starting bonus no can longer incorrectly give a Vampire Cowl to non-Necropolis heroes

 • The "artifact" starting bonus can no longer incorrectly give Dead Man's Boots to Necropolis heroes

 • The Learning combo artifact now absorbs enemy spell costs instead of further boosting Learning/mana

 • The Resistance-boosting artifacts now combine to increase the cost of enemy spells

 • The Elixir of Life now uses the old Wizard's Well GFX (the above artifact uses the Elixir GFX)

 • Renamed several artifacts, particularly combos to avoid referencing their individual components

 • Dragon Hordes now give more money, but one fewer relic-level artifact

 • Every map except for small ones now contains at least one Town Portal scroll

 • Divided Lands - removed a map obstacle that was blocking the flag for red player's Crystal Mine

 • Shadow Monopoly - moved a map obstacle that was blocking a path in purple player's starting zone

 • Three Kingdoms - added more treasure chests and removed the snow area from player 1's starting zone

 • Old World - significantly reworked several areas and reduced the number of random artifacts

 • Monster Hunters - added two sets of two-way teleporters to the underground waterways

 • Ocean Saga - increased the reward for the four "defeat hero" quests from 25,000 gold to 30,000

 • Ocean Saga - removed the quest-giver that traded the Elixir of Life for the resistance artifacts


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