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 1.6   See changelog

Released

 • War machines which are destroyed in combat must now be repaired before they can be used again

   -> Blacksmiths (in town or on the map) will repair war machines free of charge

   -> Heroes can repair war machines with the Engineering skill (renamed from Ballistics) and wood

 • Added a new spell (replaces Clairvoyance) which repairs destroyed war machines in combat

   -> Basic Earth Magic is required for the effect to be permanent (as with Resurrection/Reanimate)

   -> Lowered the HP of Ammo (now "Supply") Carts and Medical Tents from 100 to 75 and 50, respectively

   -> Medical Tents now restore 25-50 HP instead of just 25

   -> The Cure spell is no longer effective on war machines

 • Learning now boosts maximum spell points (hero level * 1.0/1.5/2.0) in addition to experience gain

   -> Learning skill specialists now also receive an additional 1 maximum spell point per level

   -> Lowered the expert/mastery Learning experience boost from 25%/50% to 20%/30%

 • Scouting now allows carryover of unspent movement points (up to 200/400/600)

   -> Lowered the Scouting visibility bonus from +3/+5/+7 to +2/+4/+6

   -> Scouting no longer boosts native terrain stat bonuses

 • Lowered the HP bonus from expert/master First Aid from 2*lv./3*lv. to lv.+1/lv.+2

 • Lowered the expert/mastery Diplomacy discount for external dwellings from 25%/50% to 20%/30%

 • Random unit stacks will now always cost gold to join unless flagged as "compliant" in the editor

 • Edited the weekly random unit growth formula to include map size as a factor

   -> Unowned towns no longer accumulate guards (all maps have been edited to account for this)

 • Growth week bonuses now work correctly instead of not at all and only for Castle units/Centaurs

 • Changed the specialty of several heroes

   -> Swapped the specialties of Lawrence (now Sunray) and Magus (now Fate)

   -> Sabrina is now a Bless specialist; Branwen now has Stoneskin (instead of Harm)

   -> Mirlanda is now an Enslave specialist; Deneb now has Weakness (instead of Ice Bolt)

 • Changed the starting spells and skills of several heroes

   -> Only Clerics and Dracon now start with First Aid (and a Medical Tent)

   -> Only heroes from factions that sell Ballistas now start with Engineering (and a Ballista)

   -> All factions now have a hero who starts with Logistics (Tower = Torosar; Necropolis = Natasha)

   -> All Druids now start with a magic skill corresponding to the element of their starting spell

 • Extended hero right-click information is now displayed on the standard map hero selection screen

 • All statuses set on units which have already taken their turn will now last an extra round

 • Anti-Magic is now cleared at the start of a unit's turn rather than the start of the round

 • The Enslave spell now has a standard duration instead of never wearing off

 • Swapped the levels of the Purify (now lv.2) and Water Walk (now lv.3) spells

   -> Reverted Purify to an all-target spell with the same power as Toxic Cloud

 • Fire Wall now creates a larger fire at basic Fire Magic instead of expert

 • Castle Mage Guilds are now correctly able to contain the Summon Air and Warp spells

 • Renamed the Magic Arrow spell to Harm and changed the graphic to better convey it as Earth magic

 • The Earthquake spell now targets specific fort sections depending on skill rather than random ones

 • Reworked fortification defense values; drawbridges are now much more durable than walls

   -> Bastions no longer increase the defense of wall sections

 • Turrets and defensive barricades now deal elemental damage where appropriate

 • Fixed several bugs with turrets displaying incorrect right-click information

 • Fixed a bug where enemy turrets would stop firing after round one if there was no defending hero

 • Tower's Watchtower now increases the speed of defending units instead of the town visibility radius

 • Necropolis's Shroud of Night now lowers the speed of attacking units instead of its original effect

 • Mercenary Guilds now offer a profit on units rather than purchasing them below cost

 • Thieves' Guilds now provide full information regardless of how many taverns you control

   -> Thieves' Dens on the map now just provide additional right-click information when visited

 • Doubled the growth bonus of grail buildings to 100% and reworked all of the unique bonuses

   -> All unique grail bonuses are now bonuses to town defenders rather than global effects

 • Conflux's four upgraded elemental dwellings now require 5 of two rare resources instead of 10 of one

   -> Made minor adjustments to the gold costs of several other buildings

 • Renamed all Elemental units from "Spirit" to "Avatar"

 • Fire Avatars now correctly possess the "flying" property

 • Resistance spells now also defend against melee attacks from upgraded elemental avatars

 • O-Magic now also reduces damage from elemental ranged attacks in addition to hostile spells

 • Units which shoots elemental projectiles now have 12 shots instead of infinite shots

 • Master Genie "Wish" spell is now +3 Attack/Defense/Speed for 3 turns instead of +5 Attack/Defense

 • Reduced the regeneration magnitude of Chaos Hydras and the Elixir of Life from 100 to 50 HP

 • Reduced the Archdevil Pain Reflection ability from 33% to 25%

 • Enchanters can now cast Fate (10% chance) in place of Shield

 • Slightly adjusted the values/growth rates of several units

   -> Wraiths and Harpy Hags are more expensive

   -> Dendroids/Great Dendroids and Lizardmen/Hunters are cheaper

   -> Raised the growth of Halflings from 15 to 20 and lowered value from 50 to 25

 • Daremyth now starts with the correct number of units

 • Shakti and Lorelei now correctly start with Evil Eyes instead of Medusas

 • Battlemages and Witches no longer appear in Conflux taverns; Wizards and Warlocks are more common

 • Increased the gold and/or resource rewards from most creature banks (including Pyramids)

 • External Golem Factories now only sell Stone Golems; a new dwelling sells Gold/Diamond Golems

 • Lowered the gold and wood upcharges on external Blacksmiths (1,000 -> 500 & 5 -> 2, respectively)

 • Wise Trees now provide the benefit of level-up (+1 to a stat & skill boost) without gaining a level

 • Altars of Sacrifice now only sacrifice units (all heroes) instead of artifacts

   -> Refugee (now "Rebel") Camps now act as the artifact equivalent of the above

 • All skill-boosting artifacts except Resistance once again require the skill

 • Armageddon's Blade now fires at the start of each combat round instead of just the first

 • Magebane now correctly affects the opposing hero instead of the wearer

 • The Elixir of Life no longer incorrectly restores spell points each turn

 • Spell point overflow (possible only by removing artifacts) is now removed on turn rollover

 • Fixed a bug where human-controlled heroes could still automatically learn every spell in a town

 • Fixed bugs with the AI getting "stuck" on Spell Shrines and Mr. Bones/Warrior Tombs

 • Fixed a crash when visiting Mr. Bones/Warrior Tombs that an AI player had already been to

 • Wagons, Lean To's, Mr. Bones, & Warrior Tombs "visited" right-click info is now correct

 • Buoys now correctly boost movement by 800 instead of only 600

 • Fixed a bug where the keyboard shortcut to dig for the grail was crashing the game

 • Removed confirmation window when clicking on "Quit" from the main game menu

 • The Help/About screen in the game now displays the mod's version number

 • Made several minor graphical adjustments

 -> Touched up several hero portraits (Alagar, Ryland, Dante, Tatyana, & Branwen)

 -> Cleaned up the graphics for Guard (AKA "Marletto") Towers and the Elixir of Life

 -> Added the Rib Cage and Dragonbone Greaves to the colorblindness patch

 -> Updated the "Gates & Teleporters" and "Locations" toolbar icons in the map editor

 -> Improved the appearance/sorting of several map objects in the editor sidebar

 • New map: Conflux Rising (medium, eight players, "conquer the town" victory condition)

 • Made several significant design revisions and improvements to Dragon Quest & Ocean Saga

 • The town of Zurich in The Last Crusade is now heavily guarded by neutrally-aligned units

 • Made minor adjustments/fixes to other maps

   -> Shadow Monopoly: lowered the resource requirement for the quests that teach Recall

   -> Dark Alliance, Lake Orion, Monster Hunters: added Magic Plains overlay to Dragon Hordes

   -> The Last Crusade: added a second entrance to the Fortress dwelling area underneath Amsterdam

   -> Monster Hunters: made minor adjustments to the placement/availability of several map locations

   -> Monster Hunters: moved poorly placed obstacles in player 3's starting zone

   -> Monster Hunters: removed obstacles blocking several town/mine ownership flags

   -> Three Kingdoms: removed poorly-placed obstacles in player 2's starting zone

   -> Zerg Rush: all secondary towns now have the first-level dwelling (but no Fort) built initially

 


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