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'''Movement''' refers to a hero's capability to travel on the [[Adventure Map]]. At the beginning of each [[time|day]] a hero has certain amount of movement points, which are consumed as the hero moves on the map. Moving from one [[tile]] to another consumes movement points at different rate depending on [[terrain]], [[road]]s and direction of the movement. The hero cannot move any further, when they have no movement points or too few of them to move to the next square.
'''Movement''' refers to a hero's capability to travel on the [[Adventure Map]]. At the beginning of each [[time|day]] a hero has certain amount of movement points, which are consumed as the hero moves on the map. Moving from one [[tile]] to another consumes movement points at different rate depending on [[terrain]], [[road]]s and direction of the movement. The hero cannot move any further, when he has no movement points or he has too few of them to move to the next square.


Moving diagonally on the map consumes 1.41 (square root of 2) times the points compared to moving vertically or horizontally. Moving on [[swamp]], [[snow]], [[sand]] or [[rough]] terrains consumes hero's movement points more than other types of terrain. This is called [[terrain penalty]].
Moving on the map from one square to another consumes hero's movement points. The amount of reduction depends mainly on the direction a hero moves and the [[terrain]]. Moving diagonally on the map consumes 1.41 (square root of 2) times the points compared to moving vertically or horizontally. Moving on [[swamp]], [[snow]], [[sand]] or [[rough]] terrains consumes hero's movement points more than other types of terrain. This is called [[terrain penalty]].


The movement points of heroes are completely renewed at the beginning of each day. They cannot be stored or preserved over to next day. The amount of movement points depends on many factors, but mainly on the [[speed]] of the slowest creature in the hero's army and possible [[Logistics]]/[[Navigation]] secondary skill.
The movement points of heroes are completely renewed at the beginning of each day. They cannot be stored or preserved over to next day. The amount of movement points depends on many factors, but mainly on the [[speed]] of the slowest creature in hero's army and possible [[Logistics]]/[[Navigation]] secondary skill.


It should be noted, that in the original manual of {{homm3}}, ''movement'' refers to the method of moving, which is either [[flying]] or ground. The main difference between these two is, that flying creatures can fly over obstacles (e.g. [[wall]]s) while creatures moving on ground must go around them (if able).
It should be noted, that in original manual of {{homm3}}, ''movement'' refers to the method of moving, which is either [[flying]] or ground. The main difference between these two is, that flying creatures can fly over obstacles (e.g. [[wall]]s) while creatures moving on ground must go around them (if able).


== Initial points at the beginning of the day ==
== Initial points at the beginning of the day ==
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** [[Sea Captain's Hat]]  
** [[Sea Captain's Hat]]  


The main factor for movement affecting all heroes is the slowest creature in the army. Every hero has a daily base movement of 1900 points, which is reduced if the hero has a creature with speed lower than 9, and increased if it is higher but no more than up to 2000 points. The effect of the slowest creature to the initial movement points can be seen in the table on the right. Artifacts increasing creatures' speed (like [[Necklace of Swiftness]]), the hero speciality of [[Sir Mullich]] and [[native terrain]] bonuses don't affect the base movement, but hero’s [[Hero_specialty#Creature_specialties|creature specialty]] does.
The main factor for movement affecting all the heroes is the slowest creature in the army. Every hero has a daily base movement of 1900 points, which is reduced if the hero has a creature with speed lower than 9, and increased if it is higher but no more than up to 2000 points. The effect of the slowest to the movement initial movement points creature can be seen in the table on the right. Artifacts increasing creatures' speed (like [[Necklace of Swiftness]]), the hero speciality of [[Sir Mullich]] and [[native terrain]] bonuses don't affect the base movement, but hero’s [[Hero_specialty#Creature_specialties|creature specialty]] does.


Heroes with Logistics gain extra movement points on land, while heroes with Navigation gain extra movement points while in a boat. Heroes with Logistic or Navigation specialty further increases this bonus depending on their level. Stables gives +400 (+300{{-wh}}) movement points per day for a visiting hero for the rest of the week, while each Lighthouse the kingdom controls gives +500 movement points over water (in a boat) for all the kingdom's heroes. While visiting several Stables is not cumulative, owning several Lighthouses is. Both structures are also Castle specific buildings, but work in a similar way as the Adventure Map locations.
Heroes with Logistics gain extra movement points on land, while heroes with Navigation gain extra movement points while in a boat. Heroes with Logistic or Navigation specialty further increases this bonus depending on their level. Stables gives +400 movement points per day for a visiting hero for the rest of the week, while each Lighthouse the kingdom controls gives +500 movement points over water (in a boat) for all the kingdom's heroes. While visiting several Stables is not cumulative, owning several Lighthouses is. Both structures are also Castle specific buildings, but work in a similar way as the Adventure Map locations.


During a single day, a hero can gain additional movement points by visiting [[Fountain of youth]], [[Oasis]], [[Rally Flag]], [[Watering Hole]] or [[Mineral Spring]] {{withhota}}. They all give certain amount of points for the rest of the day or until next battle. Their effect is not cumulative, but if there happens to be chance to fight nearby, they can give their movement (and other) bonus several times per day. Additionally, [[Swan Pond]] can consume all the remaining movement points when visited effectively ending the hero's movement for that day. [[Watering Place]] {{withhota}} works similarly and consumes all the remaining movement points but it also gives +1000 movement points for the next day.
During a single day, a hero can gain additional movement points by visiting [[Fountain of youth]], [[Oasis]], [[Rally Flag]], [[Watering Hole]] or [[Mineral Spring]] {{withhota}}. They all give certain amount of points for the rest of the day or until next battle. Their effect is not cumulative, but if there happens to be chance to fight nearby, they can give their movement (and other) bonus several times per day. Additionally, [[Swan Pond]] can consume all the remaining movement points when visited effectively ending the hero's movement for that day. [[Watering Place]] {{withhota}} works similarly and consumes all the remaining movement points but it also gives +1000 movement points for the next day.
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=== Diagonal move exception ===
=== Diagonal move exception ===
If a hero has fewer movement points than the number of points needed for a diagonal move on a roadless terrain (basic cost 141 points), but at least the number of points needed to make a straight move on a roadless terrain (basic cost 100 points), it's still possible to make a diagonal move as the last move in the hero's turn. The above applies to both penalty and non-penalty terrains - so e. g. for the hero on a swamp the diagonal move is possible when the hero has fewer than 247 but at least 175 movement points.  
If a hero has fewer movement points than the number of points needed for a diagonal move (basic cost 141 points), but at least the number of points needed to make a straight move (basic cost 100 points), it's still possible to make a diagonal move as the last move in the hero's turn. The above applies to both penalty and non-penalty terrains - so e. g. for the hero on a swamp the diagonal move is possible when the hero has fewer than 247 but at least 175 movement points.  


The above holds on terrain tiles without roads. Roads complicate the issue ''significantly'', because their presence isn't taken into account when calculating the conditions for the cheaper diagonal move, but is taken into account when the game deducts movement points after the move. As a result the cheaper diagonal move along the road might not be the last move of the hero. E. g. when the hero is on a grass terrain (basic movement cost 100 points) and has more than 100 but less than 141 points, he can move diagonally along the [[cobblestone road]] for the cost of only 50 points. He will be left with less than 100 but more than 50 points, which enables him to move along the road once again. On high penalty terrains like swamp it's even possible to achieve two diagonal moves at a cheaper cost in a row.  
The exception '''doesn't''' apply to movement on roads.  


Due to the bug the cheaper diagonal move also isn't the last possible move for heroes who find themselves on a penalty terrain when they lead armies comprised entirely of creatures native to that terrain. In this case the game oddly 'forgets' about the terrain penalty elimination and allows the diagonal move only if the hero has at least the number of movement points needed to make a straight move calculated including terrain penalty. As a result the cheaper diagonal last move is generally unattainable for armies native to swamp and snow - because straight off-road move with penalty costs 175 and 150 points, respectively, which is greater than at most 140 points remaining with hero in this scenario.
Due to the bug it also '''doesn't''' always apply to heroes on a penalty terrain if they lead armies comprised entirely of creatures native to that terrain. In this case the game oddly 'forgets' about the terrain penalty elimination and allows the last diagonal move only if the hero has at least the number of movement points needed to make a straight move calculated including terrain penalty. As a result the cheaper last diagonal move is generally unattainable for armies native to swamp and snow - because straight move with penalty costs 175 and 150 points, respectively, which is greater than at most 140 points remaining with hero in this scenario.


As a corollary to the above the cheaper diagonal last move is possible for native armies of rough and wasteland{{-wh}} - if a hero leading it has less than 141 movement points but at least 125 points.  
As a corollary to the above the cheaper diagonal move is possible for native armies of rough terrain - if a hero leading it has less than 141 movement points but at least 125 points.  
It's also possible if there are other than terrain nativity means of reducing penalty to movement, namely:
It's also possible if there are other than terrain nativity means of reducing penalty to movement, namely:
* [[Pathfinding]] skill  
* [[Pathfinding]] skill  
* [[Wayfarer's Boots]] {{withhota}}
* [[Wayfarer's Boots]] {{withhota}}


In case of the latter or Expert Pathfinding, the cheaper diagonal movement is possible in the same way as on non-penalty terrain. With lower levels of Pathfinding the last cheaper diagonal move for creatures native to penalty terrain is possible if the number of remaining hero's movement points is greater or equal to the straight move cost calculated after applying the skill. E. g. Advanced Pathfinding reduces the cost of straight move on roadless swamp to 125 points, hence the cheaper last diagonal move for swamp creatures is possible when the hero has at least that number of movement points. On roadless snow Advanced Pathfinding reduces straight move cost to 100 points, hence the cheaper last diagonal move for snow creatures is possible in the same way as on non-penalty terrain.
In case of the latter or Expert Pathfinding, the cheaper diagonal movement is possible in the same way as on non-penalty terrain. With lower levels of Pathfinding the last cheaper diagonal move for creatures native to penalty terrain is possible if the number of remaining hero's movement points is greater or equal to the straight move cost calculated after applying the skill. E. g. Advanced Pathfinding reduces the cost of straight move on swamp to 125 points, hence the cheaper last diagonal move for swamp creatures is possible when the hero has at least that number of movement points. On snow Advanced Pathfinding reduces straight move cost to 100 points, hence the cheaper last diagonal move for snow creatures is possible in the same way as on non-penalty terrain.


While possibility of using the diagonal move exception as a last move is limited because of the above bug, the game enables heroes with armies comprised solely of creatures native to the given terrain to move diagonally off-road at a reduced cost of 100 points when straight movement cost calculated after applying Pathfinding skill (but not including native terrain penalty elimination):
While possibility of using the diagonal move exception as a last move is limited because of the above bug, the same bug enables heroes with armies comprised solely of creatures native to the given terrain to move diagonally at a reduced cost of 100 points when straight movement cost calculated after applying Pathfinding skill (but not including native terrain penalty elimination):
* equals 125 and the hero has between 141 and 176 movement points left,
* equals 125 and the hero has between 141 and 176 movement points left,
* equals 150 and the hero has between 150 and 212 movement points left,
* equals 150 and the hero has between 150 and 212 movement points left,
* equals 175 and the hero has between 175 and 247 movement points left.
* equals 175 and the hero has between 175 and 247 movement points left.
In case of movement along the road the above conditions for cheaper moves are the same but reduced cost might be less than 100 points, sometimes giving the hero opportunity to move diagonally for a lower prices twice.


=== Movement points consumption when flying ===
=== Movement points consumption when flying ===
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Base movement is a hero's number of movement points before any bonuses from secondary skills, artifacts, or adventure map locations are included. On water, base movement is always 1500. On land, it is determined by the slowest creature in a hero's army. Base movement is as low as 1500 when the slowest creature has a speed of 3, and as high as 2000 when it has a speed of 11 or more (see table). Base movement is calculated only at the beginning of each day. As a result, heroes cannot earn movement points during the day by transferring their slowest creatures, nor do they lose movement points when receiving even slower creatures.
Base movement is a hero's number of movement points before any bonuses from secondary skills, artifacts, or adventure map locations are included. On water, base movement is always 1500. On land, it is determined by the slowest creature in a hero's army. Base movement is as low as 1500 when the slowest creature has a speed of 3, and as high as 2000 when it has a speed of 11 or more (see table). Base movement is calculated only at the beginning of each day. As a result, heroes cannot earn movement points during the day by transferring their slowest creatures, nor do they lose movement points when receiving even slower creatures.


Two secondary skills, [[Logistics]] and [[Navigation]], increase a hero's movement. Basic Logistics increases base movement on land by 10% (5% in [[HotA]]), advanced Logistics adds 20% (10% in [[HotA]]), and expert Logistics 30% (20% in [[HotA]]). Basic Navigation increases base movement on water by 50%, advanced Navigation adds 100%, and expert Navigation 150%. Logistics and Navigation do not affect bonuses from artifacts and adventure map locations. This bonus can furthermore be increased if the hero has Logistics or Navigation [[Hero specialty|specialty]].  
Two secondary skills, [[Logistics]] and [[Navigation]], increase a hero's movement. Basic Logistics increases base movement on land by 10% (5% in [[HotA]]), advanced Logistics adds 20% (10% in [[HotA]]), and expert Logistics 30% (20% in [[HotA]]). Basic Navigation increases base movement on water by 50%, advanced Navigation adds 100%, and expert Navigation 150%. Logistics and Navigation do not affect bonuses from artifacts and adventure map locations. This bonus can furthermore increased if the hero has Logistics or Navigation [[Hero specialty|specialty]].


Heroes gain additional movement points when wearing certain artifacts at the beginning of a day.
Heroes gain additional movement points when wearing certain artifacts at the beginning of a day.
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* {{An|Sea Captain's Hat}} gives +500 points on water.
* {{An|Sea Captain's Hat}} gives +500 points on water.


Furthermore, visiting a [[Watering Place]] on the previous day gives +1000 movement points, Stables gives +400 (+300{{-wh}}) movement points per day for a visiting hero for the rest of the week, while each Lighthouse the kingdom controls gives +500 movement points. When all these area summed up, it is multiplied with (possible) terrain penalty. And that is how the initial movement points for each day is calculated.
Furthermore, Stables gives +400 movement points per day for a visiting hero for the rest of the week, while each Lighthouse the kingdom controls gives +500 movement points. When all these area summed up, it is multiplied with (possible) terrain penalty. And that is how the initial movement points for each day is calculated.
 
== Obtaining movement points ==
 
Heroes can obtain movement points by visiting the following adventure map locations:
* [[Stables]] give +400 (+300{{-wh}}) movement points
* [[Fountain of Youth]] gives +400 movement points
* [[Rally Flag]] gives +400 movement points
* [[Watering Hole]] gives +400 movement points
* [[Mineral Spring]] ({{-wh}}) gives +600 movement points
* [[Oasis]] gives +800 movement points.
 
Heroes can also obtain movement points from [[Pandora's Box|Pandora's Boxes]] or [[Event|Events]] ({{-wh}}).
 
=== Pandora Boxes and Events altering movement points ===
 
In [[Hota]], [[Pandora's Box|Pandora's Boxes]] and [[Event|Events]] can alter movement points in the following ways:
* Give: Extra movement points are added to the available ones and can exceed the initial movement points for that day,
* Take: Movement points are taken away from the available ones,
* Nullify: All movement points are taken away and the hero can no longer move,
* Set: Replaces the current number of movement points with another number,
* Replenish: Extra movement points are added to the available ones, but they cannot exceed the initial number of movement points for that day.  


== External links ==
== External links ==
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