Pathfinding: Difference between revisions
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Added background for pathfinding changes in HotA 1.7.x |
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{{Secondary skills}} | {{Secondary skills}} | ||
{{Secondary skill | {{Secondary skill | ||
| B_effect = reduces the movement penalty for rough terrain by 25 | | B_effect = reduces the movement penalty for rough terrain, reducing the cost of moving one tile by 25 movement points to a minimum of {{swh|95|100}}. | ||
| A_effect = reduces the movement penalty for rough terrain by 50 | | A_effect = reduces the movement penalty for rough terrain, reducing the cost of moving one tile by {{gt|50}} movement points to a minimum of {{swh|{{gt|90}}|100}}. | ||
| E_effect = | | E_effect = removes the movement penalty for rough terrain, reducing the cost of moving one tile by {{gt|75}} movement points to a minimum of {{swh|{{gt|85}}|100}}. | ||
}} | }} | ||
{{TerrainPenTable|float=right}} | |||
{ | |||
'''Heroes with Pathfinding as a starting skill:''' | '''Heroes with Pathfinding as a starting skill:''' | ||
* {{H2|Clancy|Ranger}} | * {{H2|Clancy|Ranger}} | ||
* {{H2|Gretchin|Barbarian}} | * {{H2|Gretchin|Barbarian}} | ||
* {{H2|Korbac|Beastmaster}} | * {{H2|Korbac|Beastmaster}} | ||
* {{H2| | * {{H2|Corkes|Captain}}{{-wh}} | ||
* {{H2| | * {{H2|Leena|Captain}}{{-wh}} | ||
* {{H2| | * {{H2|Andal|Navigator}}{{-wh}} | ||
* {{H2|Celestine|Artificer}}{{-wh}} | |||
==Chance to get== | ==Chance to get== | ||
{{Secondary skill chance explanation}} | {{Secondary skill chance explanation}} | ||
{{ZET SEC SKILL CHANCE TABLE| 4| 2 (lowest)| 7| 5| 4| 2 (lowest)| 4| 4| 4| 6| 5| 2 (lowest)| 8 (highest)| 4| 8 (highest)| 2 (lowest)| 6| 2 (lowest)| 8 (highest)| 6} | {{ZET SEC SKILL CHANCE TABLE| 4| 2 (lowest)| 7| 5| 4| 2 (lowest)| 4| 4| 4| 6| 5| 2 (lowest)| 8 (highest)| 4| 8 (highest)| 2 (lowest)| 6| 2 (lowest)| 8 (highest)| 6| 7| 3}} | ||
{{user commentary| | {{user commentary| | ||
The usefulness of the Pathfinding skill depends on the terrain of the map. If you walk primarily on your home soil, [[Logistics]] is sufficient. However, if a map has vast territories very hard to pass (e.g. [[swamp]]), Pathfinding works decently. Playing against [[Tower]] or [[Fortress]] is a reason to use Logistics and Pathfinding. | {{Max tile movement}} | ||
The usefulness of the Pathfinding skill depends on the terrain of the map. If you walk primarily on your home soil, [[Logistics]] is sufficient. However, if a map has vast territories very hard to pass (e.g. [[swamp]]), Pathfinding works decently, potentially even better than [[Logistics]]. Playing against [[Tower]] or [[Fortress]] is a reason to use Logistics and Pathfinding. | |||
In vanilla {{homm3}}, Pathfinding is only better than Logistics on difficult terrain: Sand, Snow, and Swamp. The {{hota}} changes, by nerfing Logistics and buffing Pathfinding, makes Pathfinding better starting with Rough and Wasteland terrains. | |||
Pathfinding can always be recommended as a secondary skill for scout type secondary heroes, but it may also be valuable for the main hero(es). It should be noted that some factions' [[native terrain]]s slow the enemy down very much, which gives the player a big advantage and therefore may affect the necessity of pathfinding. | |||
=== Things that ruin Pathfinding === | === Things that ruin Pathfinding === | ||
* Roads | |||
* An army on native terrain | * An army on native terrain | ||
* [[Nomad]] | * [[Nomad]]s on sand terrain | ||
* [[Dimension Door]] | * [[Dimension Door]] | ||
* [[Fly]] | * [[Fly]] | ||
* [[Angel Wings]] | * [[Angel Wings]] | ||
* [[Trailblazer]] {{withhota}} | |||
* [[Wayfarer's Boots]] {{withhota}} | * [[Wayfarer's Boots]] {{withhota}} | ||
* [[Lodestar]] makes all terrains native to Cove armies {{withhota}} | * [[Lodestar]] makes all terrains native to Cove armies {{withhota}} | ||
Allegedly a motivation for the HotA team to reduce movement below 100 MP/tile with Pathfinding was the observation that players in fast-paced online games tended to use fly to avoid terrain penalties, rendering Pathfinding a useless skill. With the change of below 100MP/tile, most terrains benefit from Pathfinding over Fly. | |||
}}{{end of user commentary}} | }}{{end of user commentary}} | ||
{{secondary skill 'see also'}} | {{secondary skill 'see also'}} | ||
{{Movement navigational box}} | |||
[[Category: Secondary skills]] | [[Category: Secondary skills]] | ||
__NOTOC__ | __NOTOC__ | ||
Latest revision as of 06:23, 4 November 2025
| Terrain | None | Basic | Advanced | Expert |
|---|---|---|---|---|
| 100% | 95% |
90% |
85% | |
| 125% | 100% | 90% |
85% | |
| 150% | 125% | 100% | 85% | |
| 175% | 150% | 125% | 100% |
Heroes with Pathfinding as a starting skill:

Clancy the Ranger

Gretchin the Barbarian

Korbac the Beastmaster

Corkes the Captain 

Leena the Captain 

Andal the Navigator 

Celestine the Artificer 
Chance to get[edit | hide | hide all]
Out of total 112 for The Shadow of Death, and of (112 + Interference chance) for Horn of the Abyss
.
Banned skills change the probability.
| Town | Class | Chance to learn |
|---|---|---|
| Knight | 4 | |
| Cleric | 2 (lowest) | |
| Ranger | 7 | |
| Druid | 5 | |
| Alchemist | 4 | |
| Wizard | 2 (lowest) | |
| Demoniac | 4 | |
| Heretic | 4 | |
| Death Knight | 4 | |
| Necromancer | 6 | |
| Overlord | 5 | |
| Warlock | 2 (lowest) | |
| Barbarian | 8 (highest) | |
| Battle Mage | 4 | |
| Beastmaster | 8 (highest) | |
| Witch | 2 (lowest) | |
| Planeswalker | 6 | |
| Elementalist | 2 (lowest) | |
| Captain | 8 (highest) | |
| Navigator | 6 | |
| Mercenary | 7 | |
| Artificer | 3 |
User Commentary
This table shows how many tiles in a straight line (not diagonal) a hero can move, depending on how much movement points it starts with and the cost of movement. For each amount, the movement is shown for basic move (without any movement skill), with Expert-level Logistics (which increases by the hero's movement points by 20%30%, so instead of having e.g. 1500 points, the hero will have 18001950 points), or Expert-level Pathfinding (which reduces the movement cost down by 75 points down to a minimum of 85100).
- Pathfinding is useless on roads. Obviously, it will not find better paths than the roads.
- Logistics is slightly better on easy terrains, slightly better on rough terrain, and especially good on roads.
- Pathfinding is better on rough and wasteland terrains, and markedly better on sand and swamp.
The usefulness of the Pathfinding skill depends on the terrain of the map. If you walk primarily on your home soil, Logistics is sufficient. However, if a map has vast territories very hard to pass (e.g. swamp), Pathfinding works decently, potentially even better than Logistics. Playing against Tower or Fortress is a reason to use Logistics and Pathfinding.
In vanilla Heroes of Might and Magic III, Pathfinding is only better than Logistics on difficult terrain: Sand, Snow, and Swamp. The Horn of the Abyss changes, by nerfing Logistics and buffing Pathfinding, makes Pathfinding better starting with Rough and Wasteland terrains.
Pathfinding can always be recommended as a secondary skill for scout type secondary heroes, but it may also be valuable for the main hero(es). It should be noted that some factions' native terrains slow the enemy down very much, which gives the player a big advantage and therefore may affect the necessity of pathfinding.
Things that ruin Pathfinding
- Roads
- An army on native terrain
- Nomads on sand terrain
- Dimension Door
- Fly
- Angel Wings
- Trailblazer

- Wayfarer's Boots

- Lodestar makes all terrains native to Cove armies

Allegedly a motivation for the HotA team to reduce movement below 100 MP/tile with Pathfinding was the observation that players in fast-paced online games tended to use fly to avoid terrain penalties, rendering Pathfinding a useless skill. With the change of below 100MP/tile, most terrains benefit from Pathfinding over Fly.



