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		<id>https://heroes.thelazy.net//index.php?title=Pumpkin_Patch/Changelog&amp;diff=143783</id>
		<title>Pumpkin Patch/Changelog</title>
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		<updated>2024-11-01T07:16:31Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Known issues =&lt;br /&gt;
* WARNING! DO NOT LOAD SAVE FILES MADE WITHOUT THIS PATCH!!! Save files made with an older version of the patch are okay. &lt;br /&gt;
** The game will even out the stats of all heroes to remain as they were in the save, even though the artifact values have changed! This will effectively give you free stats if you were equiping any of the nerfed artifacts, and reduce your stats if you were using Ring of the Magi. &lt;br /&gt;
* Some puzzle maps may become impossible to complete. If you encounter such maps, contact me, and I&#039;ll happily fix their difficulty. &lt;br /&gt;
* Since It&#039;s virtually impossible to &amp;quot;add&amp;quot; a new hero, I had to remove some dummy heroes used for portrait only - Tarnum&#039;s other incarnation portraits. Tarnum still works on all campaigns - only his image may be replaced by another one now. The version of HC I play uses a different portrait for him anyway. &lt;br /&gt;
* Some spell specialists ignore the result of their specialties in the description of the spell in the Spell Book. This is a base-game issue and for now I don&#039;t know how to fix it. &lt;br /&gt;
* There is a small visual bug where sometimes clicking on a new hero and then on another hero causes the gold rim to remain in place. This rim disappears soon, f.e. once another hero is double clicked. &lt;br /&gt;
&lt;br /&gt;
Note: Using Tournament Rules will overwrite Dimension Door changes.&lt;br /&gt;
&lt;br /&gt;
If you encounter any bugs, first re-download and re-install the mod to ensure you&#039;re using the latest version. If the bug persists, contact me.&lt;br /&gt;
&lt;br /&gt;
= Download =&lt;br /&gt;
&lt;br /&gt;
You can download the mod using [https://www.mediafire.com/file/pcp7yr7g3v3enjz/Pumpkin_Patch_for_HotA_171.rar/file this link]&lt;br /&gt;
&lt;br /&gt;
= Current Version =&lt;br /&gt;
&lt;br /&gt;
The current version of the mod is 1.3.5 (you can also see it on the Main Menu screen). The mod is subject to change and updates with further tuning of the balance changes are released regularly. If you have any suggestions as to balance, feel free to message me on my [[User Talk: Csaros|Talk page]] or on Discord. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Alternative Versions ===&lt;br /&gt;
&lt;br /&gt;
If you would rather play using the previous version (1.3.0), you can download it using [https://www.mediafire.com/file/kd8h6xxcu4918f3/Pumpkin_Patch_-_Conservative_version.rar/file this link] instead. &lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
&lt;br /&gt;
Move all files to C:/.../Heroes Of Might and Magic III Complete/&lt;br /&gt;
&lt;br /&gt;
Remember to back up your original files, or have access to an installer!&lt;br /&gt;
&lt;br /&gt;
This mod requires fully updated [[HotA]] and [[HD mod|HD+ mod]]. &lt;br /&gt;
&lt;br /&gt;
= Notice =&lt;br /&gt;
&lt;br /&gt;
Due to HotA announcing a new patch for the New Year&#039;s, which will most likely include a skill rebalance, expect a vastly different version of the mod within the first weeks of 1.7.2 (or 1.8, however they decide to call it) being available. I expect the incoming patch to feature secondary skill balance, so obviously this mod will be altered based on that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want to play using the new heroes, you have to enable them for a particular map or template - they&#039;re banned by default in case someone doesn&#039;t want to use them. I recommend playing Battle of the Sexes map, which has all new heroes available.&lt;br /&gt;
&lt;br /&gt;
= Changes since 1.0 =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.3.5&amp;quot; style=&amp;quot;color:black&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.3.5 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.3.5&amp;quot;&amp;gt;&lt;br /&gt;
* Tweaked Mysticism values&lt;br /&gt;
* Reverted changes to the Mysticism specialty&lt;br /&gt;
* Slight fixes to the remastered Long Live the Queen map&lt;br /&gt;
* Magic Mirror cost has been reduced to 15/10. &lt;br /&gt;
* Tweaked magic mirror reflection % values. &lt;br /&gt;
* Dimension Door mana cost has been increaed to 30/25/25/25. &lt;br /&gt;
* Dimension Door movement cost has been reduced at  Advanced level to 300. &lt;br /&gt;
* Reverted ability to fly on Air and Storm Elementals (it could lead to very easy cheese against enemy units). &lt;br /&gt;
* Dragon Cave dwelling cost in ore and wood reduced. &lt;br /&gt;
* Manticore Lair cost slightly reduced. &lt;br /&gt;
* Lizardman&#039;s attack and defense stats have been swapped. &lt;br /&gt;
* Increased the scaling of Titan&#039;s Thunder to provide a more valuable alternative to the Armageddon&#039;s Blade. &lt;br /&gt;
* Ring of the Magi has been bumped down to Minor tier, cost reduced to 4000. &lt;br /&gt;
* Mana cost of precision reverted to 7/5. &lt;br /&gt;
* Monere, Erdamon, Fiur and Kalt no longer specialize in elementals, and instead they specialize in a skill they started with before this patch: Monere in Logistics, Fiur in Offense, Kalt in Learning, Erdamon in Armorer. &lt;br /&gt;
* &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.3.4&amp;quot; style=&amp;quot;color:black&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.3.4 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.3.4&amp;quot;&amp;gt;&lt;br /&gt;
* Fixed map editor not showing Roland and Mutare Drake. &lt;br /&gt;
* Increased damage scaling of Titan&#039;s Thunder. &lt;br /&gt;
* Added an updated version of the Long Live the Queen campaign in the optional files.&lt;br /&gt;
* Fixed some minor issues (missing text, incorrect commas, etc.)&lt;br /&gt;
* The description of upgraded Conflux buildings now states they are building upgrades (based on a user request)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.3.3&amp;quot; style=&amp;quot;color:black&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.3.3 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.3.3&amp;quot;&amp;gt;&lt;br /&gt;
* Fixed Athe instead specializing in Griffins. That damned 0-based counting. &lt;br /&gt;
* Having received a few complaints about how weak she is, Athe now starts with Advanced Diplomacy and Visions spell. &lt;br /&gt;
* Air, Storm and Fire elementals can now fly. They already had flying animations, so all that was needed was an ability flag. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.3.2&amp;quot; style=&amp;quot;color:black&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.3.2 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.3.2&amp;quot;&amp;gt;&lt;br /&gt;
* Reverted the buff to Blind when using Fire magic skill. &lt;br /&gt;
* Changed availability of Athe, Gwenneth and Sleen on standard maps (they now replace Ash, Sanya and Serena, respectively). &lt;br /&gt;
* Catherine replaces Sorsha by default. &lt;br /&gt;
* Main menu now informs you that you&#039;re playing the Pumpkin Patch&lt;br /&gt;
* Fixed a few errors in the Polish translation. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.3.1&amp;quot; style=&amp;quot;color:black&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.3.1 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.3.1&amp;quot;&amp;gt;&lt;br /&gt;
* Replaced mana cost changes to follow base-games rule of -n mana for nth level spell with expertise. See [[Spell]] page for more information on the way the base game does it. &lt;br /&gt;
** Slow&#039;s cost changed to 8/7&lt;br /&gt;
** Dispel&#039;s cost changed to 7/6/4/3&lt;br /&gt;
** Remove Obstacle&#039;s cost changed to 3/1&lt;br /&gt;
** Protection from Water&#039;s cost changed to 6/5&lt;br /&gt;
** Prayer&#039;s mana cost changed to 12/8. &lt;br /&gt;
** Protection from Fire&#039;s cost changed to 10/9&lt;br /&gt;
** Disguise: cost changed to 3/1&lt;br /&gt;
** Fortune: cost reverted to 7/5&lt;br /&gt;
** Protection from Air&#039;s cost changed to 11/9&lt;br /&gt;
* Charm of Mana, Talisman of Mana and Mystic Orb of Mana now regenerate 3/5/7 mana each. Costs reduced. &lt;br /&gt;
* Mysticism regeneration increased to 5/10/20 mana per day. &lt;br /&gt;
* Learning % increased to 40/70/100. &lt;br /&gt;
* Archery % increased to 20/35/50. &lt;br /&gt;
* Dargem&#039;s specialty now increases damage reduction from Air Shield by 25%. &lt;br /&gt;
* Fixed swapped rarities of Ring of Life and Ring of Vitality in Help description text in the map editor. &lt;br /&gt;
* Fixed all texts that were incorrectly updated or were missing commas, etc. &lt;br /&gt;
* Fixed charm and mystic orb of mana being swapped in their bonuses&lt;br /&gt;
* Re-balanced fangarms as a result of the Hypnotize changes. They are now a level 6 unit (although they are noticeably weaker than most Level 6 units). &lt;br /&gt;
* Added 4 random signs to both versions of the Battle of the Sexes to make finding the secret easier. 	&lt;br /&gt;
* Added a polish translation. It requires already using the acidcave&#039;s translation of 1.7.0 (available [https://www.hota.acidcave.net/do_pobrania.html here]) &lt;br /&gt;
** Fixed numerous mistranslations, incorrect texts and missing texts in the polish translation (but judging by the number of issues I&#039;ve encountered, there&#039;s probably still some left). &lt;br /&gt;
** Changed some of the creature name translations used (f.e. Olgoi-Khorkhoi is now translated as &amp;quot;Jadamski Robak Śmierci&amp;quot;, Cornucopia is called &amp;quot;Róg Obfitości&amp;quot;, etc.)&lt;br /&gt;
** Polish translation of heroes 3 still has a lot of issues and lack of vital information (spell damage calculation, descriptions of many effects, etc.) and I certainly missed a lot of these mistakes. I may create a completely new polish translation at some point. &lt;br /&gt;
* Increased Magic Mirror&#039;s % chance to reflect damage to 30/30/50/70%. &lt;br /&gt;
* Visions spell moved to Air Magic to recompensate for DD being moved to Fire Magic. &lt;br /&gt;
* Tweaked Advanced Ballistic stats due to Cyclopes 1-stacks becoming an issue. &lt;br /&gt;
* Added a description to Hypnotize that explains how counterstrike of hypnotized creatures works. &lt;br /&gt;
* Swapped Lizard Warrior&#039;s Attack and Defense stats to make them slightly better shooters. &lt;br /&gt;
* Buffed Scorpicores: cost reduced by 50 gold, HP increased by 10, minimum damage increased by 2. AI value altered to match new strength based on some combat tests. &lt;br /&gt;
* Tweaked some AI values by a few points here and there. &lt;br /&gt;
* Tweaked dungeon building costs for manticores. Total costs for all dwellings are the same. &lt;br /&gt;
* Imps and Familiars can now fly. &lt;br /&gt;
* Horned Demons (and Horned Demons only) now have the Jousting ability. Cost increased to 350, Attack reduced by 1, AI values changed. &lt;br /&gt;
* Reduced Efreet&#039;s Fire Shield to 25%, matching % to other level 6 unit abilities (Blind, Deathblow, etc.)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.3&amp;quot; style=&amp;quot;color:black&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.3 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.3&amp;quot;&amp;gt;&lt;br /&gt;
* Fixed all missing and low-quality specialty images. &lt;br /&gt;
* Reduced starting gold bonus to 1000-1500&lt;br /&gt;
* Reverted some starting army changes based on user feedback. &lt;br /&gt;
* Tweaked all spell specialists to be roughly just as useful. All specialties were divided into a few types and a separate bonus applies to each type. &lt;br /&gt;
* Added Bios to Athe, Kastore and Sleen. &lt;br /&gt;
* Added a new specialty - Scholar. &lt;br /&gt;
* &#039;&#039;&#039;New hero&#039;&#039;&#039; - Sleen. He is a Wizard - Precision specialist, starting with Wisdom and Archery. Yes, it&#039;s &#039;&#039;the&#039;&#039; Judge Sleen. For now he has a portrait of a similar-looking character from a different Might and Magic game. &lt;br /&gt;
* &#039;&#039;&#039;New hero&#039;&#039;&#039; - Gwenneth. She is a Cleric - Scholar specialist, starting with Wisdom and Scholar. She has a portrait that comes from the unused game files (thanks, Aphra!). &lt;br /&gt;
* Changed Athe&#039;s specialty to Diplomacy specialty, because Curse specialty did not calculate the damage correctly. &lt;br /&gt;
* Cape of Velocity is now a Relic. &lt;br /&gt;
* Updated two maps from AB campaigns to accomodate hero changes made. &lt;br /&gt;
* Reverted the Castle Gate direction change, as it created an irreconcilable issue with multiplayer play. &lt;br /&gt;
* Decreased the cost of Castle Gate. &lt;br /&gt;
* Removed the &#039;&#039;&amp;quot;Are you sure you wish to end your turn?&amp;quot;&#039;&#039; message if all heroes have less than 50 mp. &lt;br /&gt;
* Increased Upg. Gantry cost to 20 ore.&lt;br /&gt;
* Added art event to Ring of the Magi.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.2.1&amp;quot; style=&amp;quot;color:black&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.2.1 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.2.1&amp;quot;&amp;gt;&lt;br /&gt;
* Fixed a bug with too many quick left-right clicks after clicking the town hall crashing the game. &lt;br /&gt;
* Added Right-click functionality to Town Hall. &lt;br /&gt;
* Extended Hover info on the Town Hall. &lt;br /&gt;
* &#039;&#039;&#039;New hero&#039;&#039;&#039; - Athe, Heretic. &lt;br /&gt;
* Changed the cost of the Upg. Gnoll Hut to 5 wood and 5 ore from 10 wood. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.2&amp;quot; style=&amp;quot;color:black&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.2 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.2&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;New hero&#039;&#039;&#039; - Kastore, the Tactics specialist. &lt;br /&gt;
* &#039;&#039;&#039;New specialty&#039;&#039;&#039; for Melodia and an image for Inteus&#039;s new Fireball specialty. &lt;br /&gt;
* Genie base cost reduced by 50. &lt;br /&gt;
* Updated h3hota_maped.exe, so that all new maps are made in a manner compliant with this patch. &lt;br /&gt;
* Fixed a bug with Adela&#039;s Bless specialty working like Daremyth&#039;s specialty instead. &lt;br /&gt;
* Updated Dragon&#039;s Blood campaign to use Mutare correctly. &lt;br /&gt;
* Updated Tarnum&#039;s Overlord campaign (Sword of Frost) to use his hero character correctly. &lt;br /&gt;
* Removed Tactics explanation on every battle (why, NWC?)&lt;br /&gt;
* Added a few secrets to rumors and other messages. If you solve their riddles, you&#039;ll find something cool. &lt;br /&gt;
* Fixed Sirens calculating XP based on Fight Value and not AI value. Changed their divison to 1/4 (as originally intended in this mod, I somehow forgot to divide it earlier)&lt;br /&gt;
* Tweaked Cure and Remove obstacle numbers. &lt;br /&gt;
* Since Dispel can no longer remove Dendroid Binding (because it targets only enemies), Cure now can. &lt;br /&gt;
* To make up for Dispel not having any effect progression from Basic to Advanced, Dispel now has separate mana cost drops (similar to Teleport) - 8/6/5/4. &lt;br /&gt;
* Changed Octavia&#039;s and Synca&#039;s starting spells. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-1.1&amp;quot; style=&amp;quot;color:black&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Version 1.1 changes&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-1.1&amp;quot;&amp;gt;&lt;br /&gt;
* Reverted Cloak of the Undead King changes&lt;br /&gt;
* Gave Synca (a Scholar) a spellbook to use that Scholar. &lt;br /&gt;
* Changed Master Genie&#039;s spellcast ability. Now they cannot cast Anti-Magic, but can cast Cure. Coded in a way to allow easy addition of Anti-Magic and Clone spells for those who want them.  &lt;br /&gt;
* Added new UI feature! Clicking the town hall icon opens the buildings menu!&lt;br /&gt;
* Frederick is now available on every map that has 15 or less other Factory heroes available. &lt;br /&gt;
* Increased Sharpshooter and Enchanter prices by 25% each.&lt;br /&gt;
* Removed the Power of the Dragon Father stat buffs&lt;br /&gt;
* Death Cloud changes reverted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Changelog and Reasoning =&lt;br /&gt;
&lt;br /&gt;
== [[Artifact]]s ==&lt;br /&gt;
&lt;br /&gt;
Some QoL stuff added:&lt;br /&gt;
:+ Combination artifacts state their component effects!&lt;br /&gt;
:+ All pieces of combination artifacts now mention their belonging to a set in their description!&lt;br /&gt;
:+ {{An|Endless Sack of Gold}} is now a Major artifact! // &#039;&#039;Having this in your Utopia was probably the worst feeling ever. &lt;br /&gt;
:+ {{An|Bird of Perception|noname=}} {{An|Stoic Watchman|noname=}} {{An|Emblem of Cognizance|noname=}} Eagle Eye artifacts increase Eagle Eye % by 10/20/30% and don&#039;t require the Eagle Eye skill. // &#039;&#039;They did nothing before. &lt;br /&gt;
:+ {{An|Bow of Elven Cherrywood|noname=}} {{An|Bowstring of the Unicorn&#039;s Mane|noname=}} {{An|Angel Feather Arrows|noname=}} Archery artifacts work without the Archery skill. &lt;br /&gt;
&lt;br /&gt;
A few artifacts are in my opinion a little too strong. &lt;br /&gt;
:- {{An|Pendant of Courage}}: +2 Morale, +2 Luck. Cost: 6000. // &#039;&#039;This artifact was the equivalent of Expert Leadership and Expert Luck combined, and it&#039;s a Major class? &lt;br /&gt;
:- {{An|Necklace of Swiftness}} is a minor class artifact, cost 5000. // &#039;&#039;I think developers didn&#039;t know how good speed is with this design. Ring of Wayfarer is still Major. &lt;br /&gt;
:- {{An|Cape of Velocity}} is now a Relic. // &#039;&#039;It&#039;s, the strongest Major class arti and the strongest Cloak in the game. Now it&#039;s much more rare. &lt;br /&gt;
&lt;br /&gt;
Apart from that, I consider Interference Stacking to be a significant issue for the game - Ignatius at level 4 with 3 artifacts can reduce enemy mage&#039;s power by 75% (!), while Giselle at level 17 reduces power of any hero she encounters to 1, provided she has the aforementioned artifacts. In my opinion, Interference (and Giselle) are not the problem; it is the fact that each separate source of interference is stronger than the one before (as it reduces a higher % of remaining Power). To combat this, I brought all 3 artifacts to the same power and made them slightly less common. &lt;br /&gt;
:- {{An|Plate of Dying Light}} decreases enemy power by 10% and is now a Major artifact (cost 5000)&lt;br /&gt;
:- {{An|Charm of Eclipse}} and {{An|Seal of Sunset}} are now both Major artifacts. &lt;br /&gt;
&lt;br /&gt;
=== Combination Artifacts ===&lt;br /&gt;
Combination artifacts in my opinion have too little variety. If I can get any piece of Angelic alliance, I&#039;ll always use it; and the only viable end-game artifacts are the Ironfist, Armor of the Damned and Angelic Alliance (because Dragon Father has 27 pieces to collect and Titan&#039;s Thunder has no real set bonus). &lt;br /&gt;
:+ {{An|Armageddon&#039;s Blade}} is now a &#039;&#039;&#039;new combination artifact&#039;&#039;&#039;, comprised of Shield of the Damned, Sword of Hellfire, Breastplate of Brimstone and the Hellstorm Helmet. &lt;br /&gt;
:+ {{An|Power of the Dragon Father}}: Grants complete magic immunity. // &#039;&#039;This should feel a bit better for how damn rare it is.&#039;&#039; &lt;br /&gt;
:+ {{An|Titan&#039;s Thunder}} spell deals 200 dmg + 50 * Spell Power. // &#039;&#039;Now the set does *something*&#039;&#039; and is in many ways a counterpart to Armageddon&#039;s Blade the way Ironfist of the Ogre is to the AotD&lt;br /&gt;
:- {{An|Angelic Alliance}}: Cost of all pieces increased to 1250 per 1 to any stat. &lt;br /&gt;
:- Angelic Alliance components provide 1/2/2/3/3/4 to all stats, instead of 1/2/3/4/5/6. // &#039;&#039;Aphra, if you want to revert it, here&#039;s the offset: 0x23e7dc 02020202030303030303030304040404 -&amp;gt; 03030303 04040404 05050505 06060606. In my opinion these artifacts are still healthily unbalanced (+12 total? +16??) &lt;br /&gt;
:- Angelic alliance only mixes good units for the hero equipping it (instead of all units on all heroes always, was it intended?). &lt;br /&gt;
:- {{An|Ring of the Magi}} is no longer a combination artifact. It&#039;s instead a Minor class artifact which increases Power and Knowledge by 2 each. // &#039;&#039;I don&#039;t know how to add new artifact sets for now; because of that, I had to remove one combination arti. Ring of the Magi seemed the most useless. Current bonus is as it is because no other Ring gives +4 to stats, but some rings have a chance of being equally / more desirable, f.e. Ring of Oblivion, Still Eye of the Dragon, Ring of the Wayfarer, Ring of Suppresion. If you have other ideas how to repurpose this frankly useless artifact, please give me some advice.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{An|Elixir of Life}} is a bit too common for my taste - we&#039;ve all seen Lexiav casually get it from crypts and such by day 2. I also find it peculiar how the progression is 1/1/2 instead of a more intuitive 1/2/3 (especially since 3 HP isn&#039;t particularly broken).&lt;br /&gt;
:- {{An|Ring of Vitality}} is now a Minor class artifact. &lt;br /&gt;
:+ {{An|Ring of Life}} is now a Major class artifact, +2 HP to all units, cost 10000 &lt;br /&gt;
:+ {{An|Vial of Lifeblood}} is now a Relic class artifact, +3 HP to all units, cost 15000 &lt;br /&gt;
&lt;br /&gt;
{{An|Wizard&#039;s Well}} was re-balanced simply because of how it defeats the purpose of having a high mana pool. &lt;br /&gt;
:+ {{An|Charm of Mana|Charm}}, {{An|Talisman of Mana|Talisman}} and {{An|Mystic Orb of Mana}} replenish 3/5/7 mana points per day extra. Cost changed to 750/1250/1750. &lt;br /&gt;
:- Wizard&#039;s Well regenerates 50% mana per day &lt;br /&gt;
&lt;br /&gt;
And finally, some very weak artifacts were buffed. &lt;br /&gt;
:+ {{An|Cornucopia}} gives 7 of each rare resource per day (total).&lt;br /&gt;
:+ {{An|Statue of Legion|Legion&#039;s}} set pieces increase growth by 8/6/4/3/2 . Cost to 10000, class to minor/minor/Major/Major/Relic.&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
&lt;br /&gt;
I didn&#039;t want to change too much; all I ended up doing was slightly alter cost of particularly weak / strong buildinds to make building choices have a little more complexity, create some QOL and fun changes and tried to keep up the beauty of some symmetries the game possesses, without interfering too much with balance. The only exception is Gantry, which had a price increase due to a change to Juggernauts. &lt;br /&gt;
&lt;br /&gt;
=== All Towns ===&lt;br /&gt;
:+ Added a mention that [[Moat]]s deal damage. &lt;br /&gt;
&lt;br /&gt;
==== Grails ====&lt;br /&gt;
:+ [[Skyship]] grants +300 mana during a siege. &lt;br /&gt;
:+ [[Guardian of Earth]] increases Spell Power by 30 during a siege. &lt;br /&gt;
:+ [[Warlords&#039; Monument]] increases Attack by 30 during a siege. &lt;br /&gt;
:+ [[Carnivorous Plant]] increases Attack and Defense by 15 each during a siege. &lt;br /&gt;
&lt;br /&gt;
=== Rampart ===&lt;br /&gt;
:+ [[Mystic Pond]]&#039;s cost has been reduced to 5 ore, 1500 gold. It produces 3-6 of a random rare resource each week. &lt;br /&gt;
:+ [[Fountain of Fortune]]&#039;s cost decreased to 3 crystals and 1000 gold. &lt;br /&gt;
&lt;br /&gt;
=== Inferno ===&lt;br /&gt;
:+ The [[Blacksmith]] now provides a Ballista. Demoniacs get to utilise their high Attack skill. &lt;br /&gt;
:+ [[Castle Gate]] cost decreased to 5000 gold. &lt;br /&gt;
:+ [[Brimstone Stormclouds]]&#039; cost decreased to 3 sulphur and 1000 gold&lt;br /&gt;
:- Upg. Demon Gate&#039;s cost increased by 5 sulphur and 1000 gold. // &#039;&#039;See the Creatures section for explanation&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Necropolis ===&lt;br /&gt;
:- [[Necromancy Amplifier]]&#039;s cost increased to 5 ore and 2000 gold. &lt;br /&gt;
:- [[Cover of Darkness]]&#039;s cost increased to 3 mercury and 1000 gold. &lt;br /&gt;
&lt;br /&gt;
=== Dungeon ===&lt;br /&gt;
:. The Blacksmith now provides an Ammo Cart. Medusas and Beholders get to shoot a little more than 4 shots. &lt;br /&gt;
:- [[Mana vortex]]&#039; cost increased to 5 crystals and 2500 gold. &lt;br /&gt;
:- [[Portal of Summoning]]&#039;s cost increased to 5 gems and 2500 gold. &lt;br /&gt;
:+ [[Manticore Lair]]&#039;s cost reduced to 5 ore, 5 wood, 3 mercury, 3 sulfur, 3500 gold. &lt;br /&gt;
:+ [[Dragon Cave]]&#039;s cost reduced to 10 ore, 10 wood, 20 sulfur, 15000 gold. &lt;br /&gt;
:- Upg. Dragon Cave&#039;s cost increased to 20 ore, 20 wood, 20 sulfur, 15000 gold. &lt;br /&gt;
&lt;br /&gt;
=== Stronghold ===&lt;br /&gt;
:- [[Hall of Valhalla]]&#039;s cost increased to 5 ore and 1000 gold. &lt;br /&gt;
&lt;br /&gt;
=== Fortress ===&lt;br /&gt;
:- [[Cage of Warlords]]&#039;s cost increased to 5 wood and 1000 gold. &lt;br /&gt;
:+ Upg. [[Gnoll Hut]] cost changed to 5 wood and 5 ore from 10 wood.&lt;br /&gt;
&lt;br /&gt;
=== Conflux ===&lt;br /&gt;
:- The Blacksmith now provides an Ammo Cart. Storm and Ice elementals focus on shooting, after all. &lt;br /&gt;
:+ Restored original building names from AB.&lt;br /&gt;
&lt;br /&gt;
=== Factory ===&lt;br /&gt;
:- Upg. [[Gantry]]&#039;s cost increased to 20 ore (by 10).&lt;br /&gt;
&lt;br /&gt;
== Heroes ==&lt;br /&gt;
&lt;br /&gt;
Some heroes are never chosen as mains, and some are just straight-up banned from many templates. Many heroes&#039; specialties are not even noticeable. &lt;br /&gt;
&lt;br /&gt;
=== Specialties ===&lt;br /&gt;
&lt;br /&gt;
==== Campaign Heroes ====&lt;br /&gt;
:- {{Hn|Kilgor|0=}} and {{Hn|Xeron|0=}} are now standard specialists for their units (Behemoths and Devils, respectively) &lt;br /&gt;
:- {{Hn|Sir Mullich|0=}} increases speed of all creatures by 1. &lt;br /&gt;
:- {{Hn|Gelu|0=}} now only upgrades Marksmen and Grand Elves into Sharpshooters.&lt;br /&gt;
:- {{Hn|Dracon|0=}} now only upgrades Zealots and Archmagi into Enchanters. &lt;br /&gt;
:- {{Hn|Bidley|0=}} now only upgrades Corsairs into Sea Dogs.&lt;br /&gt;
&lt;br /&gt;
==== Strong Heroes ==== &lt;br /&gt;
:- {{Hn|Galthran|0=}}&#039;s specialty changed to increases Attack and Defense of skeleton warriors by 2, without a Speed increase. &lt;br /&gt;
:- {{Hn|Leena|0=}}&#039;s specialty changed to Estates.&lt;br /&gt;
&lt;br /&gt;
==== Weak Heroes ====&lt;br /&gt;
:+ All unit specialists now increase their units Attack and Defense by 7% instead of 5% per level per creature level. &lt;br /&gt;
:+ {{Hn|Lacus|0=}} specialty increases Water and Ice elemental attack by 2 and damage by 1 now. // &#039;&#039;They were rather weak, and this follows the way other elementalists specialties work.  &lt;br /&gt;
:+ {{Hn|Inteus|0=}} specialty changed to Fireball specialty. &lt;br /&gt;
:+ {{Hn|Melodia|0=}}&#039;s specialty changed to &#039;&#039;&#039;Luck specialty&#039;&#039;&#039; - gains permanent +1 Luck. &lt;br /&gt;
&lt;br /&gt;
==== Planeswalkers ====&lt;br /&gt;
A lot of the planeswalkers are near-identical to one another (Fiur-Ignissa, Pasis-Monere, Thunar-Erdamon, Kalt-Lacus). I changed one hero of each pair to differ, while the other remains as one of the original heroes of the pair. &lt;br /&gt;
* {{Hn|Erdamon|0=}} specializes in Armorer, starts with Armorer and Interference. &lt;br /&gt;
* {{Hn|Fiur|0=}} specializes in Offense, starts with Offense and Artillery (as Ignissa did before). &lt;br /&gt;
* {{Hn|Monere|0=}} specializes in Logistics, starts with Offense and Logistics (as before)&lt;br /&gt;
* {{Hn|Kalt|0=}} specializes in Learning, starts with Tactics and Learning (as before)&lt;br /&gt;
* {{Hn|Ignissa|0=}} starts with Advanced Offense (the way Fiur did before these changes). &lt;br /&gt;
&lt;br /&gt;
==== Spell specialties ====&lt;br /&gt;
Spell specialties are a bit of a mess - some increase effect by set %, some scale with hero level, other with creature level... And there&#039;s seemingly no reason and rhyme to it. On top of that, some specialties are waay better than others (Solmyr vs Victoria, f.e.). I set them apart into a few groups based on what types of spells they specialize in and then made each group scale differently (but following the way the original game scales similar spells). &lt;br /&gt;
:* The level 4* damage* spell specialists now increase the effect of their spells by 1% per level (regardless of creature level). These include {{Hn|Thant|0=}}, {{Hn|Deemer|0=}} and {{Hn|Aislinn|0=}}, {{Hn|Solmyr|0=}}, {{Hn|Xyron|0=}}, {{Hn|Jeddite|0=}} and {{Hn|Alamar|0=}}, {{Hn|Adela|0=}}, {{Hn|Wrathmont|0=}}, and {{Hn|Astral|0=}}. &lt;br /&gt;
:* The level 2-3* damage* spell specialists now increase the effect of their spells by 25%. These include {{Hn|Ziph|0=}}, {{Hn|Septienna|0=}}, {{Hn|Victoria|0=}}, {{Hn|Alagar|0=}}, {{Hn|Adelaide|0=}}, {{Hn|Xarfax|0=}}, {{Hn|Manfred|0=}} and {{Hn|Inteus|0=}}. (just like {{Hn|Luna|0=}})&lt;br /&gt;
:* The level 1 damage* spell specialists now increase the effect of their spells by 50%. These include {{Hn|Uland|0=}}, {{Hn|Astra|0=}} (just like {{Hn|Ciele|0=}}). &lt;br /&gt;
:* The level 4 non-damage* spell specialists now increase the effect of their spells by +3/+3/+2/+2/+1/+1/+0, depending on the creature level - only change is {{Hn|Coronius|0=}} (it&#039;s just like {{Hn|Loynis|0=}}). &lt;br /&gt;
:* The level 1-3 non-damage* spell specialists now increase the effect of their spells by +3. These include Weakness, Stone Skin, Bloodlust, and Precision (similarly to {{Hn|Aenain|0=}}).&lt;br /&gt;
:* Haste ({{Hn|Cyra|0=}}, {{Hn|Brissa|0=}}, {{Hn|Terek|0=}}) specialists receive a +2 bonus to their spells (just like {{Hn|Aenain|0=}}). &lt;br /&gt;
::&#039;&#039;&#039;*&#039;&#039;&#039; Animate Dead, Hypnotize and Bless are treated as level 4 spells here&lt;br /&gt;
::&#039;&#039;&#039;*&#039;&#039;&#039; damage spells include spells that scale with unit HP (Animate Dead, Resurrection, Hypnotize, etc.) or unit damage (Bless).&lt;br /&gt;
&lt;br /&gt;
=== Hero Classes ===&lt;br /&gt;
:+ [[Heretics]] start with 1/0/2/2 instead of 1/1/2/1 in order to cast their own spells. &lt;br /&gt;
:+ [[Artificer]]&#039;s magic school chances were altered to better reflect their lore: 4 Air, 3 Earth, 4 Fire, 3 Water. &lt;br /&gt;
:+ [[Captain]]&#039;s magic school chances were altered to better reflect their lore: Air 4, Earth 3, Fire 1, Water 3 &lt;br /&gt;
:+ Fixed the incorrect stat progression of wizards past level 10: 30/20/20/30 replaced for the correct 20/20/30/30 &lt;br /&gt;
&lt;br /&gt;
=== Bios ===&lt;br /&gt;
:+ Fixed the typo in [[Jeddite]]’s Biography. &lt;br /&gt;
:+ Extended Mutare Drake&#039;s bio. &lt;br /&gt;
:+ Slightly extended Catherine&#039;s bio. &lt;br /&gt;
&lt;br /&gt;
=== Starting Armies ===&lt;br /&gt;
:+ [[Griffins]]: 2-4 (instead of 2-3) // &#039;&#039;This will mostly affect [[Edric]]. &lt;br /&gt;
&lt;br /&gt;
:- [[Centaurs]]: 12-22 (instead of 12-24) // &#039;&#039;This is to balance the Elves change. &lt;br /&gt;
:+ [[Dwarves]]: 3-6 (instead of 3-5) // &#039;&#039;This will affect [[Ufretin]] the most. Other heroes gain 0.5 a dwarf, which is nothing. &lt;br /&gt;
:+ [[Elves]]: 3-4 (instead of 2-4) // &#039;&#039;Avoiding a horrible roll on Elves - the primary powerstack. &lt;br /&gt;
&lt;br /&gt;
:+ [[Gargoyles]]: 5-9 (instead of 5-7) // &#039;&#039;This will mostly affect [[Piquedram]]. Other heroes gain 1 Gargoyle, which is nothing. &lt;br /&gt;
&lt;br /&gt;
:+ [[Walking Dead]]: 4-8 (instead of 4-6) // &#039;&#039;This will mostly affect [[Straker]]. Other heroes gain 1 walking dead, which is nothing. &lt;br /&gt;
&lt;br /&gt;
:- [[Troglodytes]]: 18-27 (instead of 20-30) // &#039;&#039;This will mostly affect [[Shakti]]. Other heroes lose out about 2 troglodytes, which is basically nothing. &lt;br /&gt;
:+ [[Beholders]]: 3-5 (onstead of 3-4) // &#039;&#039;This is to counter the Troglodyte change. &lt;br /&gt;
&lt;br /&gt;
:- [[Basilisks]]: 4-5 // &#039;&#039;instead of 4-7, that was busted&lt;br /&gt;
&lt;br /&gt;
:- [[Air Elementals]]: 3-4 (instead of 3-5) // &#039;&#039;This will make [[Pasis]] a little less of an insta pick. &lt;br /&gt;
:+ [[Water Elementals]]: 2-4 (instead of 2-3) // &#039;&#039;This will make [[Lacus]] a little better. Also balances out the change to Air elementals. &lt;br /&gt;
&lt;br /&gt;
:- [[Pirates]]: 4-5 (instead of 4-7) // &#039;&#039;Before, you could start the game with [[Anabel]], buy one hero and have 21 pirates immediately. Compare that to Ivor&#039;s 12 elves on a maximum roll. &lt;br /&gt;
&lt;br /&gt;
:- Gelu, Dracon, Xeron, Tark and Bidley start with the same army as standard heroes. &lt;br /&gt;
:- [[Frederick]] starts with the same army as [[Todd]]. // &#039;&#039; He&#039;s an automaton specialist and therefore starts with a standard army for an automaton specialist.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
:+ {{Hn|Elmore|0=}} (Navigation specialist) is now a Navigator. // &#039;&#039;duh.&#039;&#039;&lt;br /&gt;
:+ {{Hn|Tavin|0=}} starts with Basic Luck, Basic Offense // &#039;&#039;making Luck a Halfling&#039;s racial skill&#039;&#039;&lt;br /&gt;
:- {{Hn|Mutare Drake|0=}} starts without a spellbook. // &#039;&#039;She doesn&#039;t have any magic skills and she is a might hero. Other Overlords (except Synca - see below) don&#039;t have a spellbook.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
==== Scholars ====&lt;br /&gt;
The only possible use of the [[Scholar]] skill requires using a Spell Book. &lt;br /&gt;
:+ {{Hn|Rashka|0=}} starts with a spellbook and the Fire Shield spell. &lt;br /&gt;
:+ {{Hn|Octavia|0=}} starts with a spellbook and the Curse spell.&lt;br /&gt;
:+ {{Hn|Synca|0=}} starts with a spellbook and the Haste spell.&lt;br /&gt;
&lt;br /&gt;
=== New Heroes ===&lt;br /&gt;
&lt;br /&gt;
==== [[Kastore]] ====&lt;br /&gt;
[[File:Hero Kastore (MM VII).png]] New hero, Kastore, has been added. One of the future patches will include a campaign with him present (and scheming, as always). &lt;br /&gt;
&lt;br /&gt;
Kastore starts with Wisdom (as all Warlocks do) and Tactics (because of his specialty). He is a Tactics specialist: &#039;&#039;&amp;quot;Increases the range of Tactics skill by 2. When comparing Tactics skill level with the enemy hero, Kastore has Tactics skill at one level greater than normal.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Only a fool would let somebody else tell their own story. For a tribesman like you, suffice it to say that I have come from another sphere. When the [[Ancients]] locked themselves in the Eden of their own creation, the event you simply call &amp;quot;The [[Silence]]&amp;quot;, I knew we must aspire to take the place of the Ancient for ourselves. I came to [[Antagarich]], because I saw potential in this sphere and secrets hidden underneath it. I shall use this potential, and bend it to my will.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kastore is disabled by default, in case someone wants to play without him. &lt;br /&gt;
&lt;br /&gt;
==== [[Athe]] ====&lt;br /&gt;
&lt;br /&gt;
[[File:Hero Athe.png]] New hero, Athe has been added. She is a Succubi Diplomacy specialist. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Athe is a half-sister to [[Xeron]]. Unlike her brother, she&#039;s repulsed by brute force. Instead, she prefers to use magic and wits to achieve her aims. She clearly took after their mother, for she is said to have a silver tongue - even the bravest of heroes will yield to her will, only to find themselves begging for her mercy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Athe starts with Advanced Diplomacy (from her specialty). Her specialty works just like [[Melchior]]&#039;s. Her starting spell is Visions.&lt;br /&gt;
&lt;br /&gt;
==== [[Sleen]] ====&lt;br /&gt;
&lt;br /&gt;
[[File:Hero Archibald (Might and Magic VI).png]] New hero, Sleen, has been added. He is a Wizard with Precision specialty. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Sleen quickly rose through the ranks of Bracada&#039;s society to the position of a judge, Master Sage and an Arcane Historian. All because of his uncanny ability to see the world for what it is. Some say this is why his troops never miss their mark. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sleen starts with Wisdom (as all Wizards do) and Archery (to match his specialty). His starting spell is Precision. &lt;br /&gt;
&lt;br /&gt;
Sleen&#039;s portrait was taken from another game; if you think there&#039;s a better (more fitting, better image quality) portrait for him, let me know and I&#039;ll replace it. &lt;br /&gt;
&lt;br /&gt;
==== Gwenneth ====&lt;br /&gt;
&lt;br /&gt;
[[File:Hero Gwenneth.png]] New hero, Gwenneth, has been added. She is a Cleric with Scholar specialty: &#039;&#039;&amp;quot;When updating spellbooks with other heroes, the hero can learn and teach spells of one level higher than normal.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Gwenneth always preferred studying with her siblings over anything else. When the news of [[King Nicolas Gryphonheart]]&#039;s post-mortem re-awakening reached her, she decided to switch the focus of her studies to the undead.&lt;br /&gt;
&lt;br /&gt;
Gwenneth starts with Wisdom (as all Clerics do) and Scholar (because of her specialty). Her starting spell is Destroy Undead.&lt;br /&gt;
&lt;br /&gt;
=== New hero portraits ===&lt;br /&gt;
&lt;br /&gt;
Two hero portraits that I will use in incoming campaigns have been added:&lt;br /&gt;
* [[File:Hero_Nicolas_Gryphonheart.png]] King Nicholas Gryphonheart (Lich)&lt;br /&gt;
* [[File: Hero_Archibald_(Heroes_II).png]] Archibald Ironfist. &lt;br /&gt;
&lt;br /&gt;
=== Banned by default ===&lt;br /&gt;
: Due to HD mod&#039;s limit of 16 heroes per faction, the following heroes are (not) available by default:&lt;br /&gt;
::+ Gwenneth&lt;br /&gt;
::- Sanya&lt;br /&gt;
::+ Sleen&lt;br /&gt;
::- Serena&lt;br /&gt;
::- Xeron&lt;br /&gt;
::- Ash&lt;br /&gt;
::+ Athe&lt;br /&gt;
::- Galthran&lt;br /&gt;
::- Kastore&lt;br /&gt;
::+ Kilgor&lt;br /&gt;
::- Oris&lt;br /&gt;
::+ Tark&lt;br /&gt;
::+ Murdoch&lt;br /&gt;
::+ Frederick (if there are less than 16 factory heroes available)&lt;br /&gt;
::- Elmore&lt;br /&gt;
::- Floribert&lt;br /&gt;
: All other campaign heroes are unavailable by default.&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
&lt;br /&gt;
=== War Machines ===&lt;br /&gt;
War machines are famously bad, to the point where their respective skills suffer as a result. At the same time, Cannon is by far the strongest war machine. &lt;br /&gt;
:+ {{Cn|First Aid Tent}}: HP 150, cost 1000. &lt;br /&gt;
:+ {{Cn|Ammo Cart}}: HP 150. AI 300. &lt;br /&gt;
:+ {{Cn|Ballista}}&#039;s Attack and Defense increased to 12. Level reduced to 4 (for the sake of Ballista specialists)&lt;br /&gt;
:+ {{Cn|Cannon}}&#039;s Attack reduced to 15, damage 3-5, cost 3500. Level reduced to 5 (for the sake of Jeremy)&lt;br /&gt;
&lt;br /&gt;
=== Tower ===&lt;br /&gt;
* {{Cn|Genie}}s cost reduced to 500 (by 50). // &#039;&#039;Genies are relatively weak compared to Master Genies and I want some hot genie-lover to notice me for making this change. &lt;br /&gt;
* {{Cn|Master Genie}}s can no longer cast Anti-Magic. // &#039;&#039;The most annoying thing to happen when playing Tower is Master Genies casting Anti-Magic on you Master Gremlin on turn 1, and your other master genie stacks just standing there, unable to cast anything else. &#039;&#039;If you want them to cast Anti-Magic, edit 0x047bf4 to 14. If you want them to cast Anti-Magic and also Clone, edit it to 15 instead.&lt;br /&gt;
&lt;br /&gt;
=== Inferno ===&lt;br /&gt;
I wanted to buff Inferno a little bit, but not too much. I decided to put most buffs on the Demon Farming, which is heavily underutilized compared to f.e. Necromancy. &lt;br /&gt;
:+ {{Cn|Familiar}}&#039;s growth increased to 18 (by 3), horde growth to 9 (by 1). // &#039;&#039;This increased demon farming by 1 per week. &lt;br /&gt;
:+ {{Cn|Familiar}}&#039;s &amp;quot;Magic Channel&amp;quot; ability now gives 33% (rounded down) of enemies spent spellpoints.&lt;br /&gt;
:+ {{Cn|Imp}}s and {{Cn|Familiar}}s now fly. Yes, they did have wings and moved in a way deceptively similar to flying, but they couldn&#039;t cross obstacles because the game considered them a land unit. &lt;br /&gt;
:+ {{Cn|Hell Hound}}&#039;s growth increased to 6 (by 1). // &#039;&#039;Growth 5 on level 3 is a sick joke. This will also increase demon farming by 1 per week.  &lt;br /&gt;
:+ {{Cn|Horned Demon}}&#039;s now have the Jousting ability. Cost increased to 350, attack reduced by 1. / &#039;&#039;Horned Demons are essentially identical to regular demons except for a slightly higher HP. Their only use is to demon-farm them into more demons, keep upgrading, and so on. This strategy is now less viable (as one would have to spend extra 700 gold per 1 demon farmed this way); at the same time, Horned Demons are a little better, especially when commanded by a hero. As a result of the attack decrease, Horned Demons have to embrace their goat-like characteristics to charge into the enemies, and Pikeman have something to be immune to. &lt;br /&gt;
:+ {{Cn|Pit Lord}}&#039;s cost decreased from 700 to 666.&lt;br /&gt;
:+ {{Cn|Efreet Sultan}}&#039;s now have a slightly stronger Fire Shield (25%) that stacks with the Fire Shield spell, as long as you have the Black Orb. // &#039;&#039;I know, this will come up so often.&lt;br /&gt;
&lt;br /&gt;
=== Dungeon ===&lt;br /&gt;
* {{Cn|Scorpicore}}&#039;s cost reduced by 50, HP increased by 10, damage floor increased by 2. &lt;br /&gt;
&lt;br /&gt;
=== Fortress ===&lt;br /&gt;
* Swapped {{Cn|Lizardman}}&#039;s and {{Cn|Lizard Warrior}}&#039;s Attack and Defense skills. // &#039;&#039;This will make him a slightly better shooter, without being too much of a change. &lt;br /&gt;
&lt;br /&gt;
=== Conflux ===&lt;br /&gt;
* {{Cn|Fire Elemental}}s now fly. &lt;br /&gt;
&lt;br /&gt;
=== Factory ===&lt;br /&gt;
:- {{Cn|Halfling}}&#039;s shots reduced to 12. &lt;br /&gt;
:- {{Cn|Halfling Grenadier}}&#039;s shots reduced to 16, price increased to 65. // &#039;&#039;Halflings are too good compared to a Master Gremlin for my taste.  &lt;br /&gt;
:+ {{Cn|Gunslinger}}&#039;s and [[Bounty Hunter}}&#039;s HP increased by 5, but defence reduced by 2. // &#039;&#039;This will make them about as vulnerable in all cases, except for spells, which they should withstand a little better now.&#039;&#039; &lt;br /&gt;
:+ {{Cn|Juggernaut}}&#039;s speed increased by 1. // &#039;&#039;This, as well as the Gantry cost change, will solidify Juggernauts as the strong-but-expensive alternative to weak-but-cheap Couatls, instead of having Juggernauts be slightly better but slightly more expensive. &lt;br /&gt;
&lt;br /&gt;
=== Neutrals ===&lt;br /&gt;
:- {{Cn|Sharpshooter}}&#039;s cost increased to 500 gold // &#039;&#039;because of Gelu&#039;&#039;&lt;br /&gt;
:- {{Cn|Enchanter}}&#039;s cost increased to 1000 gold // &#039;&#039;because of Dracon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Due to the changes to the Hypnotize spell, Fangarms became much stronger than before. As a result, they have been rebalanced. &lt;br /&gt;
:+ {{Cn|Fangarm}}&#039;s stats altered: Atk 14, Def 10, HP 80, Dmg 10-14, growth 2, cost 800. They are now a level 6 unit and spawn 5-12 when randomly generated.&lt;br /&gt;
&lt;br /&gt;
For the purposes of morale and native terrain:&lt;br /&gt;
** {{Cn|Troll}}s belong to Fortress, &lt;br /&gt;
** {{Cn|Boar}}s belong to Stronghold, &lt;br /&gt;
** {{Cn|Mummy|name=Mummies}} belong to Necropolis, &lt;br /&gt;
** {{Cn|Satyr}}s and {{Cn|Leprechaun}}s belong to Rampart, &lt;br /&gt;
** {{Cn|Peasant}}s belong to Castle, &lt;br /&gt;
** {{Cn|Stone Golem|noname=}} {{Cn|Iron Golem|noname=}} {{Cn|Steel Golem|noname=}} {{Cn|Gold Golem|noname=}} {{Cn|Diamond Golem|noname=}} All [[Golem]]s belong to Tower.&lt;br /&gt;
&lt;br /&gt;
=== On-hit-chance Abilities ===&lt;br /&gt;
Primarily QoL for the abilities to ever hit and to do something once they do. &lt;br /&gt;
&lt;br /&gt;
:+ All 20% chance per hit abilities have 25% chance per hit now ([[Aging]], [[Death Blow]], [[Disease]], [[Blind]], [[Petrify]], [[Paralyze]], [[Acid Breath]], [[Lightning Strike]]). &lt;br /&gt;
:+ Disease reduces Attack and Defense by 4. &lt;br /&gt;
:+ Petrified units take 25% damage less than normal. &lt;br /&gt;
:- Lightning Strike is now a level 2 spell. // &#039;&#039;To make it the real Lightning Bolt&#039;&#039;&lt;br /&gt;
:+ Aging is no longer considered a 5th level spell. &lt;br /&gt;
:+ Poison now has 33% chance to apply. &lt;br /&gt;
:+ Fear now has 12.5% chance to apply.&lt;br /&gt;
&lt;br /&gt;
=== AI and Fight values ===&lt;br /&gt;
All of these except the Green and Red dragon change are a result of previous changes. &lt;br /&gt;
* Green and Red Dragon&#039;s AI values swapped. &lt;br /&gt;
* Zombie - 130, 162&lt;br /&gt;
* Vampire Lord - 798, 665. &lt;br /&gt;
* Dread Knight - 2405, 2049&lt;br /&gt;
* Ghost Dragon - 4743, 3260&lt;br /&gt;
* Horned Demon - 482, 546. &lt;br /&gt;
* Efreet Sultan - 2390, 1839. &lt;br /&gt;
* Medusa - 520, 380&lt;br /&gt;
* Medusa Queen - 580, 424&lt;br /&gt;
* Scorpicore - 1772, 1372&lt;br /&gt;
* Thunderbird - 1111, 872&lt;br /&gt;
* Basilisk - 554, 509&lt;br /&gt;
* Greater Basilisk - 718, 565&lt;br /&gt;
* Rust Dragon - 26697, 24271&lt;br /&gt;
* Azure Dragon - 79633, 56878&lt;br /&gt;
* Cannon - 725, 800&lt;br /&gt;
* Mummies - 279, 279 &lt;br /&gt;
* Fangarms - 1327, 1327 &lt;br /&gt;
* Juggernauts - 6533, 5463.&lt;br /&gt;
&lt;br /&gt;
Mummies AI value was not changed, as a &lt;br /&gt;
&lt;br /&gt;
== Secondary Skills ==&lt;br /&gt;
:- [[Navigation]] increases movement on water by 50/75/100% &lt;br /&gt;
:+ [[Ballistics]] hit chances increased for higher levels. &lt;br /&gt;
:+ [[Eagle Eye]] learning chance increased to 60/70/80%. Eagle Eye allows for learning spells up to 3/4/5th level. &lt;br /&gt;
:+ [[Learning]] bonus increased to 40/70/100% (~2/3/4 extra levels) &lt;br /&gt;
:+ [[Sorcery]] increases spell damage by 10/20/30% &lt;br /&gt;
:+ [[First Aid]] skill now increases healing more (from 40-50 / 60-75 / 80-100 to 60-75 / 80-100 / 100-125)&lt;br /&gt;
:+ [[Mysticism]] now regenerates 10/20/30 mana per turn. // &#039;&#039;It&#039;s baffling how buffing it by 400% by HotA did not make this skill remotely useful. This shows a serious problem with the design of this skill. I believe Mysticism is about as good or slightly worse than Intelligence, as long as daily mana use is below Daily Mana Regeneration * 3. Making it 20 at expert mirrors Logistics values (so there is precedence) and also makes the skill better later on, where it normally starts to fall off. &lt;br /&gt;
:+ [[Archery]] now increases ranged unit damage by 20/35/50% (matching values of Intelligence). &lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
:+ [[Necropolis]] can learn Cure now (5%). Bloodlust chance reduced (to 0%, it&#039;s a friendly mind spell). &lt;br /&gt;
:+ {{Sn|Town Portal}}: Mana 25/20/20/20. Belongs now to all Magic Schools. Movement cost increased to 400/400/400/300 &lt;br /&gt;
:- {{Sn|Dimension Door}}: Belongs to Fire Magic now. Limited to once per day, unless the hero has Expert Fire Magic (in which case the limit is 2 uses per day). &lt;br /&gt;
:- {{Sn|Dimension Door}}: Mana 30/25/25/25. AI 40. Movement cost 400/400/300/300. Note, that you can overwrite this edit by turning ON Tournament Rules. &lt;br /&gt;
:+ {{Sn|Visions}} spell moved to Air Magic, to compensate for Dimension Door moving to Fire Magic. &lt;br /&gt;
&lt;br /&gt;
=== Earth ===&lt;br /&gt;
:- {{Sn|Slow}}: Mana 8/7 AI 8/8/16/24&lt;br /&gt;
:+ {{Sn|Quicksand}} spawns 6/6/7/8 mines. &lt;br /&gt;
:+ {{Sn|Death Ripple}}: Damage 10/10/20/50 + SP*5. Doesn&#039;t affect unliving. &lt;br /&gt;
&lt;br /&gt;
=== Water ===&lt;br /&gt;
:+ {{Sn|Remove Obstacle}}: Mana 3/1. // &#039;&#039;When playing with the patch, I found myself actually choosing to use it as a poor-man&#039;s Haste. &lt;br /&gt;
:+ {{Sn|Cure}}: Heals 10/10/20/50 + 5*SP hp. No longer removes Hypnosis, but can remove Dendroid Binding.  &lt;br /&gt;
:. {{Sn|Dispel}}: Now always targets enemies only, to prevent Expert Dispel ruining your buffs. Mana cost changed to 7/6/5/4. &lt;br /&gt;
:. {{Sn|Protection from Water}}: Mana 6/5 &lt;br /&gt;
:+ {{Sn|Ice Bolt}}: Damage 15/15/30/60 + 20*SP // &#039;&#039;Making it about as good as Lightning Bolt, but scale differently. &lt;br /&gt;
:+ {{Sn|Frost Ring}}: Damage 15/15/30/60 + 15*SP. AI 18 // &#039;&#039;Making it identical to Fireball. &lt;br /&gt;
:+ {{Sn|Prayer}}: Mana 12/8&lt;br /&gt;
&lt;br /&gt;
=== Fire ===&lt;br /&gt;
:- {{Sn|Bloodlust}}: It is now considered a Mind spell. &lt;br /&gt;
:. {{Sn|Protection from Fire}}: Mana 10/9 &lt;br /&gt;
:+ {{Sn|Land Mine}} spawns 6/6/7/8 mines. &lt;br /&gt;
:+ {{Sn|Fireball}}: Mana 12/9. Damage 15/15/30/60 + 15*SP. AI 18&lt;br /&gt;
:+ {{Sn|Slayer}}: Increases attack by 8/8/12/12. It is now a &#039;&#039;&#039;mass spell at expert&#039;&#039;&#039;. &lt;br /&gt;
:+ {{Sn|Inferno}}: Damage 30/30/60/120 + 20*SP. AI 30. &lt;br /&gt;
:+ {{Sn|Fire Shield}}: 20/20/30/30% damage reflection. AI 10/10/15/20. Is now a &#039;&#039;&#039;mass spell at expert&#039;&#039;&#039;. &lt;br /&gt;
:+ {{Sn|Sacrifice}} resurrects (SP + 3/3/6/12 + health)*#Creatures&lt;br /&gt;
:+ {{Sn|Frenzy}} doubles Attack, instead of Adding Defense to the Defense.&lt;br /&gt;
&lt;br /&gt;
=== Air ===&lt;br /&gt;
:+ {{Sn|Disguise}}: Mana 3/1&lt;br /&gt;
:- {{Sn|Protection from Air}}: Mana 11/9 &lt;br /&gt;
:+ {{Sn|Destroy Undead}}: Damage 25/25/50/100 + SP*10&lt;br /&gt;
:+ {{Sn|Hypnotize}}: HP threshold 10/20/50 + 40*SP. AI 50 50 75 100. &lt;br /&gt;
:+ {{Sn|Counterstrike}}: Mana 20/16. 1/1/3/3 counterstrikes. AI 16/16/20/24&lt;br /&gt;
:+ {{Sn|Magic Mirror}} has 40/40/60/80% chance to block an incoming spell. &lt;br /&gt;
:- {{Sn|Fly}}: Mana cost increased to 25/20.&lt;br /&gt;
&lt;br /&gt;
== Adventure Map Objects ==&lt;br /&gt;
&lt;br /&gt;
:+ [[Golem Factory]] allows purchasing Iron, Steel, Gold and Diamond golems!&lt;br /&gt;
:+ [[Pyramid]]s are guarded by Gold Golems and Mummies. &lt;br /&gt;
:. Sharpshooters and Enchanters can appear in [[Refugee Camp]]s, but Mummies cannot. &lt;br /&gt;
:+ [[Sirens]] provide 1 XP per 4 AI value of a lost creature. &lt;br /&gt;
:+ [[Mansion]] gold reward increased to 3000/6000/9000/12000 gold. &lt;br /&gt;
:- The [[Hill Fort|Old Hill Fort]] now upgrades units with the following costs: 1 - Free, 2 - 50%, 3 - 100%, 4 - 125%, 5 - 150%, 6 - 200%, 7 - 300%. &lt;br /&gt;
:. The brilliant writing of Foolhardy Waywardness will forever remain seen in random signs and ocean bottles. &lt;br /&gt;
:+ Added a few secrets and riddles to the text of various rumors, random ocean bottles, etc. Suffice it to say, they lead to a greater treasure than any amount of gold can bring.&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
:+ Maximum positive and negative [[Luck|luck]]: +/- 4. // This is meant to make Luck equally valuable to Morale, which in every other aspect is more important. &lt;br /&gt;
:+ AI looks for the Grail after finding 25% obelisks on Expert and Impossible //Instead of 1 obelisk how was that supposed to make sense, Greg?&lt;br /&gt;
:+ [[Movement]] for heroes with speed 3, 4 and 5 creatures increased to 1560 (60), 1590 (30) and 1640 (10) respectively. &lt;br /&gt;
:+ Starting bonus: Gold now grants 1000-1500 gold. // bartek, if you want to revert this, change 0x0C0002 to 05 and 0x0BFFFD to 0a. &lt;br /&gt;
:. [[Experience]] is now a function of AI Value / 12 instead of HP // In order to make fights rewarding based on how difficult they are&lt;br /&gt;
:- [[Lava]] has 25% movement penalty. // &#039;&#039;This small change makes sense in-lore, but also it buffs a weak skill (Pathfinding), and promotes Inferno to focus on Demon Farming. &lt;br /&gt;
&lt;br /&gt;
== UI ==&lt;br /&gt;
&lt;br /&gt;
:+ Double clicking a map calls advanced options instead of starting the map. &lt;br /&gt;
:+ Tavern only provides map rumors; if no map rumors are customized, it only provides random rumors. &lt;br /&gt;
:+ Left - clicking a Town Hall lets you build in the town! Right - clicking shows level of the Town Hall, as before. &lt;br /&gt;
:+ Removed Tactics explanation screen at the beginning of every battle&lt;br /&gt;
:+ Removed the turn reminder for heroes below 50 mp.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
&lt;br /&gt;
:+ Updated gender requirements for heroes in [[Battle of the Sexes]] (and the Allies version)&lt;br /&gt;
:+ Fixed an unnecessary replacement of the [[Beware of Demons!]] with the version with only the red player as playable.&lt;br /&gt;
&lt;br /&gt;
=== Campaign Maps ===&lt;br /&gt;
All of the campaign map changes outside of simply fixing incompatibility with the Pumpkin Patch are located in the optional files folder. &lt;br /&gt;
&lt;br /&gt;
* [[Homecoming]]&lt;br /&gt;
** Added dirt roads between towns for slightly easier navigation for players who don&#039;t want to check the map before trying to finish it. &lt;br /&gt;
** Specified amount of gold in two early chests and two early gold piles to ensure a secod hero can be hired on turn 1 on Impossible difficulty (but only if you play exactly right)&lt;br /&gt;
** Banned evil heroes and heroes related to other campaigns from spawning in the tavern and vice versa. &lt;br /&gt;
** Neutral &amp;quot;always join&amp;quot; units replaced with units in hero / garrison army. &lt;br /&gt;
** Added an event that removes movement points for AI if they reach orrin before the player does to slightly increase player&#039;s odds of catching up with them and hiring Orrin themselves.&lt;br /&gt;
** Unlocked Interference on the map. &lt;br /&gt;
* [[Guardian Angels]]&lt;br /&gt;
** Added a win condition - withhold Fair Feather for 3 months. Nobody is feasibly going to try that (even computer on gosolo finished it by the end of month 1)&lt;br /&gt;
** Neutral angels now have agression set to 1 (compliant) except for the large Archangels in the North, who have their agression set to 4 (likely to join). &lt;br /&gt;
** Enemies start getting reinforcements in their respective towns from day 29 every 2 weeks and an extra level 7 boost from day 55 onwards (for players who really want to try to withhold fair feather for 3 months)&lt;br /&gt;
** Tweaked hero pool (see Homecoming)&lt;br /&gt;
** Unlocked Interference on the map. &lt;br /&gt;
* [[Griffin Cliff]]&lt;br /&gt;
** Specified the size of the Griffin Conservatory near the starting area. &lt;br /&gt;
** Replaced Golden Bow with Angel Feather Arrows in the starting options&lt;br /&gt;
** Tweaked the hero pool (see Homecoming)&lt;br /&gt;
** Neutral Pikemen have their agression set to 2 (extremely likely to join)&lt;br /&gt;
** Seer Huts instead of useless crap now offer Angels, and if you complete one more quest for them (bringing them a very powerful artifact) will allow you to upgrade your Angels to Archangels.&lt;br /&gt;
** Unlocked Interference on the map.&lt;br /&gt;
&lt;br /&gt;
= Thanks =&lt;br /&gt;
* btb2 – writing his amazing guide all those years ago&lt;br /&gt;
* sake12 – for Hota.editor.exe, an irreplaceable tool for editing texts in Hota.dat&lt;br /&gt;
* greyface – for various tools, in particular MMArchive&lt;br /&gt;
* Gandalf196 - for recommending ImHex and noticing the incorrect stat progression for wizards. &lt;br /&gt;
* HotA Crew - for the incredible HotA mod. This patch was created out of love for your work. &lt;br /&gt;
* The Wiki team - for this amazing website&lt;br /&gt;
* void_17 – well done with the IDB, thanks for the help&lt;br /&gt;
* Aphra - thanks for the specialty images, Kastore and Gwenneth portraits! The new Scholar specialist is for you. I don&#039;t know how else to thank you for the support :) &lt;br /&gt;
* guest_273 - for ideas and suggestions; look, I&#039;ve incorporated a whole bunch of stuff you&#039;ve asked me for!&lt;br /&gt;
* Eldrin - for ideas and suggestions.&lt;br /&gt;
&lt;br /&gt;
= Credits =&lt;br /&gt;
&lt;br /&gt;
HotA - HotA Crew&lt;br /&gt;
&lt;br /&gt;
HD MOD - baratorch&lt;br /&gt;
&lt;br /&gt;
pumpkin patch - CsArOs&lt;br /&gt;
&lt;br /&gt;
Gwenneth&#039;s specialty concept and character portraits - Aphra&lt;br /&gt;
&lt;br /&gt;
= WIP =&lt;br /&gt;
* Update all single scenarios where necessary due to the changes above - primarily replace changed artifacts. &lt;br /&gt;
* Update all campaigns for HotA + PP (1 done, a lot to go)&lt;br /&gt;
* Translate the mod - is there a need for any particular translation? Let me know!&lt;br /&gt;
* Campaign maps with new heroes (3.5 / ? done).&lt;br /&gt;
&lt;br /&gt;
= I want to help! =&lt;br /&gt;
&lt;br /&gt;
Really? Do you? Well then: I&#039;m looking for mapmakers and map testers to help me with some parts of the upcoming campaigns. If you think you can spend your own free time on working on a fan project, contact me. &lt;br /&gt;
&lt;br /&gt;
= Contact Me =&lt;br /&gt;
&lt;br /&gt;
If you encounter any bugs or think that some feature(s) ought to be removed (f.e. because they&#039;re too strong or they change too much or are otherwise unnecessary), please contact me. &lt;br /&gt;
&lt;br /&gt;
Feature requests: [[User talk:Csaros|talk]]&lt;br /&gt;
&lt;br /&gt;
Other: &lt;br /&gt;
:::Discord: cs.ar.os&lt;br /&gt;
:::[[User talk:Csaros |My talk page]]&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=143067</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=143067"/>
		<updated>2024-10-27T06:53:33Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Krytyka i Sugestie Dalszych Zmian (Post 1.3.1) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
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&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
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&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
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Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
** You&#039;ll see a different Lizard Warrior buff in 1.3.1. Don&#039;t wanna give away too much before the big day. &lt;br /&gt;
** Scorpicores were buffed - now paralyse hits 25% of the time. &lt;br /&gt;
** Glyphs of Fear and Blood Obelisk are rather weak. &lt;br /&gt;
** Dragon Cave - There is a cost reduction for unupgraded dragon dwelling (by reducing cost of Manticore lair as a proxy). But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - OK.&lt;br /&gt;
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&#039;&#039;&#039;Glyph/Obelisk&#039;&#039;&#039; - Sure, OK.&lt;br /&gt;
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&#039;&#039;&#039;Manticores/Scorpicores&#039;&#039;&#039; - Consider that they are still relatively weak, potentially the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn&#039;t equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. &lt;br /&gt;
&lt;br /&gt;
Maybe if you don&#039;t want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - &#039;&#039;Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower&#039;&#039;, all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn&#039;t be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is &#039;&#039;really&#039;&#039; similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and &#039;&#039;Wyvern Nest&#039;&#039; Costs 3500g + 15 Wood, while &#039;&#039;Manticores Lair&#039;&#039; Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don&#039;t have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds valuable resources like 10 Mercury on top to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base, and so their 1st Unupgraded Dwellings cost valuable/rarer resources like Gems, Sulfur, Mercury, Crystals. &lt;br /&gt;
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Cyclops Dwelling Costs only Ore+Gold at base, and they&#039;re Shooters, with &#039;&#039;Siege Walls&#039;&#039;, similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost &#039;&#039;Less&#039;&#039; [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are &#039;&#039;much&#039;&#039; better 6th Tier Units than Manticore statwise. Base Cavalier even has the Jousting ability already. And there exist Base Dwellings that Cost even less than 4000g, like &#039;&#039;Altar of Thought&#039;&#039; 3000g, &#039;&#039;Cyclops Cave&#039;&#039; 3500g, both giving better Units.&lt;br /&gt;
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An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity, costing 900g/unit - stronger than 1050g Scorpicore. An Upg. Efreety Sultan costing 1100g (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and Fire Shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g.&lt;br /&gt;
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&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore &#039;&#039;Cost Increase&#039;&#039; to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs).&lt;br /&gt;
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And no, I don&#039;t favor Dungeon/Scorpicore as my Town/Creature of Choice, even if it sounds like that XD &#039;&#039;(The Statistics speak for themselves!)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* Fair enough, I just checked the numbers and yeah Scorpicores are trash. They&#039;ll get a small number buff. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;And&#039;&#039; the Manticore Lair (Base) -5 Sulfur, -1000g? To 4000g, 5 Mercury, 5 Wood, 5 Ore? &#039;&#039;*Nudge, Nudge*&#039;&#039; :D&lt;br /&gt;
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The Cost of Base Lair actually started bothering me more and more the deeper I went into comparing Manticores against other, &#039;&#039;proper&#039;&#039; Tier 6 Units and &#039;&#039;their&#039;&#039; usual Dwelling Costs.&lt;br /&gt;
&lt;br /&gt;
The (Upg.) Manticore Lair Costs can freely remain as they are.&lt;br /&gt;
&lt;br /&gt;
Manticores/Scorpicores really are rather Trashtier 6th lvls. You can always reverse the Cost/Stat Changes later, if it altogether becomes a too strong Buff to Dungeon. Although I honestly doubt that it will end up feeling that way. &lt;br /&gt;
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- Eldrin.&lt;br /&gt;
&lt;br /&gt;
* Hey Eldrin, check out 1.3.1! A lot of the stuff you&#039;ve asked for is here! - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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Zgaduję, że skoro planujesz zrobić własne polskie tłumaczenie, to pewnie komunikacja po polsku będzie łatwiejsza? (Skoryguj mnie jeśli angielski jest dla ciebie wygodniejszy!)&lt;br /&gt;
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Ogólnie, wszystkie zmiany są raczej krokiem w dobrym kierunku, chociaż może w niektórych przypadkach nie są one aż tak dotkliwe jak bym tego pragnął :D&lt;br /&gt;
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Tylko, że coś występuje kilka problemów w mojej wersji H3. Po skopiowaniu 1.3.1 wyskakuje mi błąd (ResourceManager::GetBitmap816 could not find &amp;quot;bitmap8&amp;quot; resource &amp;quot;HPS219Sh.PCX) i zniknął polepszony wgląd Bohaterów (szczegółowe info miast tylko wyświetlania Specjalności Bohaterów) - niestety nie mam uprawnień by dzielić się tutaj linkami do screenshotów ;/ . Błąd naprawiłem, gdy po porównaniu 1.3.1 z archiwum poprzedniej wersji zauważyłem, że pliki &#039;&#039;Hota.lod&#039;&#039; i &#039;&#039;Hota_lng.lod&#039;&#039;, mają iść do folderu &#039;&#039;Data&#039;&#039; (wtedy też zmiany zaczęły funkcjonować gdy odpaliłem jakąś mapę), ale wgląd Bohaterów nadal jest &#039;uproszczony&#039;, więc zgaduję, że coś jest jeszcze nie tak? Po pierszym skopiowaniu plików nie działało, zrobiłem świeżą instalkę, update HD moda i dopiero po tym zauważyłem to z plikami do &#039;&#039;Data&#039;&#039; - dzisiaj 21.10 HD mod też dostał jakąś łatkę, to może to coś sknociło? Bo jak skopiowałem Pumpkin 1.3.0 to też szczegółowego wglądu brakowało. Chyba, że jeszcze czegoś brakuje w folderze Data 1.3.1? (Mam Angielską wersję GOG)&lt;br /&gt;
&lt;br /&gt;
// Update: Yup, coś jest zdecydowanie nie tak, bo po restarcie gry, zmiany Pumpkin Patcha przestały funkcjonować.&lt;br /&gt;
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- Eldrin&lt;br /&gt;
&lt;br /&gt;
Dla mnie polski, angielski, hiszpański - obojętnie. Spróbuj proszę pobrac ponownie 131 i przenieść Hota_lng.lod i Hota_lod do folderu Data. Czy teraz wszystko działa? Dzisiaj testowałem i było ok... Jak chodzi o szczegółowe info - co konkretnie nie działa? W jaki sposób? - Csaros&lt;br /&gt;
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&lt;br /&gt;
Gdy przytrzymywało się prawy przycisk myszki na obrazku Bohatera, podczas obierania Zamków, przed odpaleniem mapy, przy generowaniu Random Map, dawało to zwykle szczegółowy wgląd: jaki ten Bohater ma armię, staty, zdolności, itp. Teraz po patchu 1.3.1, prawy przycisk na bohaterze tylko wyświetla mi informacje jaką bohater ma specjalność. Jeśli dobrze kojarzę, to tę opcję z większymi szczegółami wprowadził pierwotnie HD mod. Gdy zrobiłem czystą instalację dla 1.3.1, i nacisnąłem &#039;Update&#039; na Launcherze HD moda, to zupdatował się do jakieś, niby dzisiejszej (21.10.2024) wersji 5.5 R9 ze zmianami:&lt;br /&gt;
&lt;br /&gt;
[ ] Library patcher_x86.dll updated to version 4.18 (bug fixed)&lt;br /&gt;
&lt;br /&gt;
[-] HotA 1.7.1: fixed bug with bank in factory.&lt;br /&gt;
&lt;br /&gt;
[ ] HotA: Some changes, fixes, optimizations in the online lobby.&lt;br /&gt;
&lt;br /&gt;
[ ] Some changes, fixes, optimizations.&lt;br /&gt;
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[!] SoD: HoMM3 HD libraries are now built with new development tools. Incompatibility with plugins that modify these libraries is possible. If you find an incompatibility with such a plugin, contact its author.&lt;br /&gt;
&lt;br /&gt;
[!] WoG/ERA HoMM3 HD libraries are now built with new development tools. Incompatibility with mods/plugins that modify these libraries is possible.&lt;br /&gt;
&lt;br /&gt;
Dlatego też myślałem, że może HD mod jakoś zdołał wyjść nowy czasowo tuż po twoim updacie do 1.3.1 i wyszły jakieś nieścisłości.&lt;br /&gt;
&lt;br /&gt;
Oprócz tego, gdy parę razy wyłączyłem i ponownie odpaliłem H3 od nowa, po czym wystartowałem nową grę na nowej mapie, ustawienia jak zmiany do &#039;&#039;Lizard Warriorów&#039;&#039;, czy &#039;&#039;Manticore Lair&#039;&#039; przestały funkcjonować, zwyczajnie staty/koszty przywróciły się do standard Hota - pomimo, że te zedytowane przez ciebie pliki były nadal na swoich odpowiednich miejscach w folderze H3. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ale ogólnie, zrobiłem teraz jeszcze raz &#039;&#039;kolejną&#039;&#039; świeżą instalację i szczegółowe statystki pod prawym przyciskiem myszki wróciły, i Pumpkin Patch nadal działa jak powinien po restarcie H3, więc może ta poprzednia instalacja się u mnie coś zchraniła. Albo też to, że poprzednio raz odpaliłem grę, zanim dodałem te brakujące pliki do folderu &#039;&#039;Data&#039;&#039;, i to mogło już coś uszkodzić, zanim je później dodałem. Jakby coś znowu zaczęło się psuć, to dam znać.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
== Krytyka i Sugestie Dalszych Zmian (Post 1.3.1) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imps and Familiars&#039;&#039;&#039; - Nawet fajna zmiana. Dodałbym jeszcze info &#039;&#039;Flies&#039;&#039; w opisie jednostek.&lt;br /&gt;
* Jest chyba od 1.3.2. Teraz w 1.3.4 chyba wszystkie błędy naprawione z brakującym tekstem, etc. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - Spoko, jest to napewno coś innego niż pozostali 2-poziomowi Strzelcy, i działa całkiem w porządku za te koszta jednostki. Może zamieniłbyś też Atk.&amp;lt;-&amp;gt;Def. &#039;&#039;&#039;Podstawowych &#039;&#039;Lizardman&#039;ów&#039;&#039;&#039;&#039;&#039;, żeby miały trochę większy Atak miast Obrony? (Lizard Warrior dostaje jakąś zbroje skórzaną po ulepszeniu - to może być ten odpowiednik 1 Def. różnicy :D)&lt;br /&gt;
* Fair enough. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;// Nice!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manticore Lair&#039;&#039;&#039; - całościowo powiedziałbym, że nadal kosztuje zbyt dużo w porównaniu z tym jakie jednostki daje - większość 6-poziomowych jednostek jest nadal mocniejsza niż zwykła Mantykora [np. Cyclop, Gunslinger, Unicorn]. Zmniejszenie Bazowej Budowli o 1000g jest spoko, ale &#039;&#039;&#039;Podstawowy Manticore Lair&#039;&#039;&#039; nadal nie ma powodu by kosztować dodatkowe 5 Siarki i 5 Rtęci - jak już pisałem powyżej po angielsku, wszystkie 6-poziomowe budowle w innych zamkach, co wykorzystują &#039;&#039;rzadsze surowce niż Kamień/Drewno&#039;&#039;, produkują jednostki mające jakąś dodatkową zdolność pasywną bądź aktywną (przykładowo &#039;&#039;&#039;Unicorn Glade&#039;&#039;&#039;, 5 Drewna, 5 Kameni, 10 Klejnotów, 4000g (Bardzo zbliżone koszta Budowli do Manticore Lair, zamieniając Klejnoty na Rtęć i Siarkę) - Jednostki mające &#039;&#039;Blind + Magic Res.&#039;&#039; [Ulepszona Budowla tylko &#039;&#039;5 Klejnotów!&#039;&#039;, 3000g]; &#039;&#039;&#039;Wyvern Nest&#039;&#039;&#039;, 15 Drewna, 3500g - Najtańsza budowla 6-poziomowa, ale Wyverny nie mają żadnych dodatkowych zdolności i należą do słabszych 6-tek. Nieulepszone Wyverny można za to też &#039;uratować&#039; z Dragon Fly Hives co polepsza ich sytuację. Koszt &#039;specjalnych&#039; surowców dopiero jest dodawany, na &#039;&#039;&#039;Ulepszone Wyvern Nest&#039;&#039;&#039; - &#039;&#039;10 Rtęci&#039;&#039;, 10 Drewna, 3000g - gdy zyskują &#039;&#039;Poisonous&#039;&#039;). &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Sugestia:&#039;&#039;&#039;&#039;&#039; Wyrzucenie &#039;&#039;5 Siarki&#039;&#039; [lub redukcja na &#039;&#039;3 Siarki + 3 Rtęci&#039;&#039; - choć z tym pragnąłbym jakiś mały buff jak 10-15% Venom już u samych Mantykor] z kosztów Podstawowej Budowli &#039;&#039;&amp;lt;- moja preferowana opcja&#039;&#039;, TUDZIEŻ dodanie Mantykorom 25% &#039;&#039;Paralyzing Venom&#039;&#039;. Pragnę też zaznaczyć, że po twoim przeniesieniu 1000g z &#039;&#039;&#039;&#039;&#039;Podstawowej&#039;&#039;&#039;&#039;&#039; na &#039;&#039;&#039;&#039;&#039;Ulepszoną&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;Manticore Lair&#039;&#039;&#039;, jest to teraz jedyna &#039;&#039;&#039;Ulepszona&#039;&#039;&#039; Budowla 6-poziomowa spośród wszystkich zamków, która kosztuje 4000g, wszystkie inne posiadają koszty złota wynoszące 3000g, nawet &#039;&#039;&#039;Ulepszona Hall of Darkness&#039;&#039;&#039;, produkująca najpotężniejsze 6-poziomowe jednostki. Prosiłbym więc o upuszczenie tych 1000g różnicy (Utrzymywanie równie wysokich kosztów budowli jakie były pierwotnie przed zmianami jest w przypadku Manticore Lair kompletnie niepotrzebne - nadal nie mają tak silnych istot, by gwarantować te koszta, pomimo [fajnego] polepszenie Scorpicor!). I po zmianach kosztów &#039;&#039;Mana Vortex&#039;&#039; oraz &#039;&#039;Portal of Summoning&#039;&#039;, Dungeon jest najdroższym miastem po Factory i Conflux pod względem Złota za Budowle. Te trochę zmian do &#039;&#039;Manticore Lair&#039;&#039; balansu gry nie zniszczy - &#039;&#039;a wręcz go poprawi!&#039;&#039; (Swoją drogę, pragnę zaznaczyć, że wcześniej &#039;&#039;mylnie&#039;&#039; myślałem o możliwości przeskoczenia Mantykor, by szybciej budować Smoki, ale &#039;&#039;Manticore Lair&#039;&#039; jest potrzebny by móc budować &#039;&#039;Dragon Cave&#039;&#039;, więc nawet przeskoczyć ich się nie da...)&lt;br /&gt;
* Chciałbym by Rtęć i Siarka pozostały wymaganiami, żeby budowanie Smoków było równie trudne. Ale masz rację - są strasznie drogie. Jestem gotowy zmienić koszt budynku podstawy na &#039;&#039;&#039;3&#039;&#039;&#039; rtęci, &#039;&#039;&#039;3&#039;&#039;&#039; siarki, 5 drewna, 5 kamieni, &#039;&#039;&#039;3&#039;&#039;&#039;000 złota, koszt ulepszenia cofnąć do oryginalnego. Dodawanie Venomu podstawie na innej szansie wymagałoby w zasadzie stworzenie nowej zdolności dla nich; dodawanie go w pełni na podstawie usunęłoby w ogóle potrzebę ulepszania do Skorpikor. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Ok, Super. To już powinno być w porządku nawet bez Venom na Mantykorach. --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]])&lt;br /&gt;
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&#039;&#039;&#039;Magic Mirror&#039;&#039;&#039; - Nadal jest raczej słabe, jak na 5-pz Czar. Zmieniłbym na &#039;&#039;All Schools&#039;&#039; (- naprawdę sądzę, że to by bardzo do tego Spella pasowało) i dał &#039;&#039;Additionally, it removes negative spell effects (e.g. curse) but not positive spell effects (e.g. bless)&#039;&#039; - tak jak posiada Anti-Magic (o ile da się to wkodować do innego Spella). Wtedy Czar byłby git. Mógłbyś też ewentualnie miast tego obniżyć poziom na 3/4th lvl, ale powiedziałbym, że większość czarów przynajmniej 4-poziomu jest od Mirror w stanie obecnym nadal o wiele lepsza. Mirror tylko byłby przesadnie zbuffowany, jeślibyś nagle zmienił go na All-Castem - to by było OP.&lt;br /&gt;
* Nie wiem jak dodać clearowanie jakiś konkretnych efektów spellem, który normalne niczego nie clearuje. Ten spell był błędem gdy powstał. Teraz daje tak wysokie szanse na odbicie, że żaden rozsądny gracz nie rzuci łańcucha piorunów ani innych spelli na kogoś obdarzonego tym czarem. Jakby go dać do all schools, to jeszcze bardziej osłabi Air magic a już słyszałem narzekanie, że Fire jest lepszy od Air teraz. Przesunięcie do 4-poziomu: nie jestem fanem; po pierwsze, wtedy trzeba by przenieść coś z 4 do 5 (by się liczba spelli zgadzała) a po drugie, wtedy Złote Smoki byłyby jeszcze gorsze (Magic Mirror to taki AntiMagic dla złotych smoków). Jedyny sposób w jaki mógłbym polepszyć ten spell to a) zmienić koszt b) zmienić szanse c) zrobić all-cast z mniejszą szansą (ale to byłoby kind of cancer jak chodzi o usuwanie wszystkich hirków z spellami z obrażeniami). - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Osobiście uważam, że Air jest nadal spoko - Dimension Door był spellem, który kompletnie trywializował poruszanie się po mapie, zmiana jego na Fire całkiem dobrze mi odpowiadała i pasowała tematycznie (portal &#039;wypalając&#039; wyrwę w czasoprzestrzeni + oczywiście Gate u Inferno) no i Air ma jeszcze czar &#039;podróżny&#039; w postaci Fly. Chain Lightning poniekąd da się wycelować, zajęłoby raczej 3-4 casty Mirror by kompletnie zniesmaczyć Chain Lightning i AOE Debuffy (i nadal miałby 30% szansę na nieodbice w stanie obecnym). Counterstrike, Fortune, Air Shield, Precision są wszystkie spoko. Fly niwelujący dodatkowe koszta terenu czasem bardziej się opłaca niż DD. Ale jak tak jeszcze raz rzuciłem okiem na Elementarne Szkoły potrafię zrozumieć dlaczego inni graczę mogliby argumentować, że za bardzo nerfisz Air, gdybyś dał Mirror na All Schools. &#039;&#039;&#039;To co powiesz na to:&#039;&#039;&#039; 50/75/100% (&amp;lt;- To by było chyba najlepsze, by Air School się bardziej opłacało brać) albo 60/80/100% na Mirror i zmniejszenie kosztów do tych samych co Anti-Magic. Wiem, że 100% może brzmieć na pierwszy rzut oka przesadnie, ale bez możliwości wkodowania &#039;oczyszczenia&#039; jednostek gdy się na nich rzuca Mirror, dużo zależy od tego czy masz pierwszy ruch w walce, by uchronić daną jednostkę przed Debuffem, trochę mniej ważne w częstszych situacjach przed 1-osobowym zmiażdżeniem jak Implozja, bo nie zawsze ktoś Implozję ma - oczyścić jej już za jednym zamachem z Debuffa nie oczyścisz, więc niech już Mirror ma przynajmniej to 100% na Expercie. W przeciwnym wypadku Anti-Magic+Earth Magic Skill wydaje się nadal silniejsze/bardziej opłacalne. Ochrona złotych smoków przeciw Implozji jest silna, ale to jest za bardzo sytuacyjne, i wydaje się raczej jak patchowanie niedociągłości jednej jednostki niż jak 5-pz spell jak Mirror powinien w rzeczywistości fungować.&lt;br /&gt;
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&#039;&#039;&#039;Mysticism&#039;&#039;&#039; - Początkowa regeneracja nadal mierna, i późniejsza mogłabybyć trochę wyższa - &#039;&#039;dałbym 5/13/25&#039;&#039; albo &#039;&#039;8/16/25&#039;&#039;. Na większych mapach (L+) wydaje się wciąż, że lepiej jest ignorować ten Skill i Bohaterów mających Mysticism od początku. (Gdy gram, balansując 3/2 - Power/Wisdom, mana prawie mi się nie kończy. Zawsze znajdzie się Miasto z Gildią, albo Magic Well w pobliżu - wystarczy tylko trochę patrzeć, gdzie się rusza Bohaterów. To po co miałbym w ogóle brać Mysticism? Wolałbym nawet mieć ten nowy Learning albo Eagle Eye XD)&lt;br /&gt;
* Miło mi słyszeć, że podoba ci się nowy Learning! Jak chodzi o Mistycyzm, moim zdaniem jest już całkiem dobry jak grasz na Impossible i chcesz wysoki Score zdobyć (by się nie wracać do zamku ciągle). Na stronie [[Mistycism]] wstawiłem porównanie z inteligencją - więc mój nowy ekspercki mistycyzm działa idealnie jesli używasz 60 many dziennie (DD, TP i &amp;quot;coś extra&amp;quot;). Poza tym, nie podoba mi się 5/13/25. Prędzej bym dał 6/11/21 (i przedstawić to jako 1+5/10/25) no może 10/20/30 (choć to chyba trochę za dużo). Co sądzisz? - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
Edit: szczerze mówiąc 6/11/21 bardzo mi sie podoba i chyba tak dam. &lt;br /&gt;
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&#039;&#039;// Ja bym szczerze gorąco polecał Ci wypróbować przynajmniej na kilku grach u siebie &#039;&#039;&#039;10/20/30&#039;&#039;&#039; na jakiś Większych Random Mapach L/XL/H + Podziemia, jeśli jesteś bardziej do tego skory niż 5/13/25 - 8/16/25 i inne kombinację (może &#039;&#039;&#039;5/15/25&#039;&#039;&#039; XD?). Też się zgodzę, że pod względem estetyki 10/20/30 wygląda najładniej jako liczba. Teraz na 5/10/20, Basic/Advanced jest dosyć słabe, i Expert też nie jest aż tak mocny, chyba, że ma się szybko Artefakt(y) - &#039;Mystic Orb&#039; dający dodatkowe 7 Many/dzień albo te dwa mniejsze odpowiedniki, tudzież jest to postać z Specjalnością Mistycyzm mająca już dobrą garść lvli - i nadal to, w tych specyficznych kombinacjach gdy gram, nie wydaje się &#039;aż tak silne&#039;, tylko raczej takie &#039;jakość-tak-może-ok&#039;. Jak za pierwszym razem pisałem o Mistycyzmie, wspominałem o procentowym regenerowaniu jako opcja u WOGa (10/20/30 &amp;gt;%&amp;lt;) - tą opcję testowałem wielokrotnie, wydawała się dobra [i nawet wcale nie aż tak mocna, jak się nie miało włączone 10 miast 8 Secondary Skill, niżby się na pierwszy rzut oka wydawało], ale nie przesadna - więc nie sądzę żeby nawet 10/20/30, mając tylko 8 Skill-slotów do dyspozycji, zniszczyło balans, ale sprawiłoby by Bohaterowie-Czarodzieje biliby bardziej skłonni do brania Mana-Regena nawet jeśliby nie mieli Specjalności. 30% to 90% Max Many &#039;dopiero&#039; po 3 dniach, na 15 Wisdom to 135 Many, a na mapach L+ z Podziemiami, ma się często o &#039;wiele&#039; więcej, i Procentowy Regen balansu gry nie zniszczył. Intelligence nadal wydawał się dużo mocniejszy pomimo &#039;%&#039; Regena, bo grając agresywnie i podbijając Zamki / rozplanowując ruch bohatera po już kontrolowanych terytoriach do Magicznych Studni i Zamków (+ też rzadszy Magic Spring, o którym wspomniałeś w adnotacji na stronce o Mistycyzmie), nadal o wiele prościej dało się regenerować o wiele większy zasób Many i to w pełni(!), w ciągu tylko jednego dnia(!) niż czekać na działanie &#039;procentowego&#039; Mistycyzmu do Maxa (I nawet po nerfie HOTA do 50%, Intelligence w mojej opinii jest silniejsze). 10/20/30 &#039;Punktowego&#039; Regenerowania naprawdę nie powinno się okazać nazbyt silne, da co najwyżej parę spelli w pierwszych walkach z neutralnymi NPC blokującymi drogę na mapie. Może to zwyczajnie kwestia różnych Stylów-gry - tak jak pisałeś o średniej Manie zużywanej na dzień - i ostatecznie wezmę to co dasz na Mistycyzm (HOTA z Pumpkinem jest już bardzo w porządku, i nowe Factory bardziej mi się spodobało niż w pierwszej chwili sądziłem), ale jest powód dla którego apelowałem/-uję o przynajmniej podbicie jeszcze troszkę Advanced (12-16) i Expert (przynajmniej do 25), Basic niech sobie będzie tym przysłowiowym &#039;Basic&#039;iem&#039;. Jeśli nie &#039;&#039;&#039;10/20/30&#039;&#039;&#039; to &#039;&#039;&#039;5/15/25&#039;&#039;&#039; brzmi chyba też całkiem nieźle ^^ ? --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]])&lt;br /&gt;
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Dalsze pomysły:&lt;br /&gt;
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&#039;&#039;&#039;+Scholar&#039;&#039;&#039; - Przy testowaniu 1.3.1 zauważyłem, że &#039;&#039;&#039;Scholar&#039;&#039;&#039; uczy tylko 1-2/3/4-lvl max czarów. Czy zmiana na 1-3/4/5 byłaby zbyt potężna? Komponowałby się lepiej z nowym &#039;&#039;&#039;Eagle Eye&#039;&#039;&#039;.&lt;br /&gt;
* No zmiana na 3/4/5 trochę by zrujnowała cały koncept postaci Gwenneth. Byłaby dość potężna (obecnie główne ograniczenie hirków ze scholarem to wymaganie level-upu by dzielić silniejsze czary) no i tbh ja zawsze chcę mieć co najmniej jednego hirka ze scholarem tak czy siak. No i wyobraź sobie takiego Alamara, który na 2 poz. (czyli 1. tura z Battle Scholar Academy) może już uczyć wszystkich nowych hirków Wskrzeszenia... Myślę że Scholar jest okej. &lt;br /&gt;
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&#039;&#039;// Z tym się zgodzę, za szybkie dzielenie się 4th lvl Spellami, z którymi startują niektórzy Bohaterowie, na samym &#039;Advanced Scholar&#039;, mogłoby być za silne w Early-gamie. Scholar wydawał mi się już w stanie obecnym całkiem dobry, bo samo przenoszennie 4-pz Czarów jest całkiem spoko, ale wolałem podrzucić zapytanie. - korzystam raczej sporadycznie ze Scholara, jak się natrafi, na swoich Utility-Heroesach i póżniej rozsyłam by przenosiły Spelle dalej od Zamków/Głównego Bohatera, ale też nie zawsze. Tak jak teraz piszę, to ciekawe byłoby, gdyby istniał jakiś (Major?) Artefact, który by Scholar zwiększał o 1-lvl Spelli.&#039;&#039; --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) &lt;br /&gt;
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&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Ponownie proszę o przeniesie 5 Kamieni i 5 Drewna (:D) z kosztów Bazowych do Ulepszonych, by wyglądały: &#039;&#039;&#039;Podstawowe Dragon Cave&#039;&#039;&#039; (Czerwone Smoki) &#039;&#039;10 Drewna, 10 Kamienia&#039;&#039;, 20 Siarki, 15000g; &#039;&#039;&#039;Ulepszone Dragon Cave&#039;&#039;&#039; (Czarne Smoki) &#039;&#039;20 Drewna, 20 Kamienia&#039;&#039;, 20 Siarki, 15000g (&#039;&#039;Total costs for both dwellings remain the same.&#039;&#039;). Posiadanie takich samych kosztów Bazowych i Ulepszonych Budowli, jest dosyć &#039;nudne&#039;, a wiele innych zamków ma inaczej - szczególnie Rampart, które ma niemalże lustrzane odbicia Smoków Dungeon&#039;a (Tematycznie Dobre vs. Złe Smoki?). U Rampart &#039;&#039;&#039;Bazowe Dragon Cliffs&#039;&#039;&#039; kosztuje 30 Kamienia, 20 Kryształów, &#039;&#039;10000g&#039;&#039;, a &#039;&#039;&#039;Ulepszone Dragon Cliffs&#039;&#039;&#039; 30 Kamienia, 20 Kryształów, &#039;&#039;20000g&#039;&#039;. Kamienia i Drewna raczej na mapach nie brakuje, więc na Całościowy Balans nie powinno to raczej wpłynąć (może gracz Dungeon będzie miał 250g więcej na Budowlę Czerwonych Smoków po sprzedaniu tych 5 Kamienia/Drewna na targowisku, XD)&lt;br /&gt;
* No w zasadzie... Dobra. &lt;br /&gt;
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&#039;&#039;// Nice! &#039;&#039;--[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) &lt;br /&gt;
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Jeszcze raz dzięki za twoją pracę nad patchowaniem H3. Nawet jeśli postuluję o dalsze działania, twoje już zaimplementowane zmiany o wiele polepszyły moją grę w Heroes&#039;y (wreszcie gram w HOTA i nie muszę się już męczyć z WOG/Era, jeśli nie chcę zbyt odbiegających, dalszych customizacji). Mam nadzieję, że moje sugestie polepszeń nie wydają się zbyt &#039;upierdliwe&#039; XD. Dzielę się nimi z własnej miłości dla Heroes III (i mając trochę bzika na punkcie statystyk i analizowania/balansowania różnych gier...).&lt;br /&gt;
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- Eldrin&lt;br /&gt;
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* No oczywiście, że mi nie przeszkadzają! Bardzo mi miło, że ktoś chce ze mną omawiać balans gier. Masz może jakiś inny komunikator poza tym czatem? Discord, acidcave.net, etc.?&lt;br /&gt;
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&#039;&#039;// Discorda w zasadzie mam, tylko raczej bardzo rzadko z niego korzystam. &#039;&#039;&#039;Założyłem konto na acidcave.net, i podesłałem wiadomość :)&#039;&#039;&#039; . Tutaj jeszcze odpisałem powyżej na dyskusję, ale jakby co to możemy już na Kwasowej pisać.&#039;&#039; --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]])&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=143066</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=143066"/>
		<updated>2024-10-27T06:13:10Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Krytyka i Sugestie Dalszych Zmian (Post 1.3.1) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
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== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
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I love the changes made to HOTA!&lt;br /&gt;
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Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
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Kind regards&lt;br /&gt;
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* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
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== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
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Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
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== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
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I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
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Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
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Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
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I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
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Kind Regards, &lt;br /&gt;
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Eldrin&lt;br /&gt;
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* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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== Request - Various Spell Changes ==&lt;br /&gt;
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Seeing as you can edit Spell Schools:&lt;br /&gt;
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&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
** You&#039;ll see a different Lizard Warrior buff in 1.3.1. Don&#039;t wanna give away too much before the big day. &lt;br /&gt;
** Scorpicores were buffed - now paralyse hits 25% of the time. &lt;br /&gt;
** Glyphs of Fear and Blood Obelisk are rather weak. &lt;br /&gt;
** Dragon Cave - There is a cost reduction for unupgraded dragon dwelling (by reducing cost of Manticore lair as a proxy). But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glyph/Obelisk&#039;&#039;&#039; - Sure, OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manticores/Scorpicores&#039;&#039;&#039; - Consider that they are still relatively weak, potentially the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn&#039;t equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. &lt;br /&gt;
&lt;br /&gt;
Maybe if you don&#039;t want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - &#039;&#039;Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower&#039;&#039;, all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn&#039;t be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is &#039;&#039;really&#039;&#039; similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and &#039;&#039;Wyvern Nest&#039;&#039; Costs 3500g + 15 Wood, while &#039;&#039;Manticores Lair&#039;&#039; Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don&#039;t have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds valuable resources like 10 Mercury on top to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base, and so their 1st Unupgraded Dwellings cost valuable/rarer resources like Gems, Sulfur, Mercury, Crystals. &lt;br /&gt;
&lt;br /&gt;
Cyclops Dwelling Costs only Ore+Gold at base, and they&#039;re Shooters, with &#039;&#039;Siege Walls&#039;&#039;, similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost &#039;&#039;Less&#039;&#039; [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are &#039;&#039;much&#039;&#039; better 6th Tier Units than Manticore statwise. Base Cavalier even has the Jousting ability already. And there exist Base Dwellings that Cost even less than 4000g, like &#039;&#039;Altar of Thought&#039;&#039; 3000g, &#039;&#039;Cyclops Cave&#039;&#039; 3500g, both giving better Units.&lt;br /&gt;
&lt;br /&gt;
An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity, costing 900g/unit - stronger than 1050g Scorpicore. An Upg. Efreety Sultan costing 1100g (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and Fire Shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore &#039;&#039;Cost Increase&#039;&#039; to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs).&lt;br /&gt;
&lt;br /&gt;
And no, I don&#039;t favor Dungeon/Scorpicore as my Town/Creature of Choice, even if it sounds like that XD &#039;&#039;(The Statistics speak for themselves!)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* Fair enough, I just checked the numbers and yeah Scorpicores are trash. They&#039;ll get a small number buff. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And&#039;&#039; the Manticore Lair (Base) -5 Sulfur, -1000g? To 4000g, 5 Mercury, 5 Wood, 5 Ore? &#039;&#039;*Nudge, Nudge*&#039;&#039; :D&lt;br /&gt;
&lt;br /&gt;
The Cost of Base Lair actually started bothering me more and more the deeper I went into comparing Manticores against other, &#039;&#039;proper&#039;&#039; Tier 6 Units and &#039;&#039;their&#039;&#039; usual Dwelling Costs.&lt;br /&gt;
&lt;br /&gt;
The (Upg.) Manticore Lair Costs can freely remain as they are.&lt;br /&gt;
&lt;br /&gt;
Manticores/Scorpicores really are rather Trashtier 6th lvls. You can always reverse the Cost/Stat Changes later, if it altogether becomes a too strong Buff to Dungeon. Although I honestly doubt that it will end up feeling that way. &lt;br /&gt;
&lt;br /&gt;
- Eldrin.&lt;br /&gt;
&lt;br /&gt;
* Hey Eldrin, check out 1.3.1! A lot of the stuff you&#039;ve asked for is here! - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
Zgaduję, że skoro planujesz zrobić własne polskie tłumaczenie, to pewnie komunikacja po polsku będzie łatwiejsza? (Skoryguj mnie jeśli angielski jest dla ciebie wygodniejszy!)&lt;br /&gt;
&lt;br /&gt;
Ogólnie, wszystkie zmiany są raczej krokiem w dobrym kierunku, chociaż może w niektórych przypadkach nie są one aż tak dotkliwe jak bym tego pragnął :D&lt;br /&gt;
&lt;br /&gt;
Tylko, że coś występuje kilka problemów w mojej wersji H3. Po skopiowaniu 1.3.1 wyskakuje mi błąd (ResourceManager::GetBitmap816 could not find &amp;quot;bitmap8&amp;quot; resource &amp;quot;HPS219Sh.PCX) i zniknął polepszony wgląd Bohaterów (szczegółowe info miast tylko wyświetlania Specjalności Bohaterów) - niestety nie mam uprawnień by dzielić się tutaj linkami do screenshotów ;/ . Błąd naprawiłem, gdy po porównaniu 1.3.1 z archiwum poprzedniej wersji zauważyłem, że pliki &#039;&#039;Hota.lod&#039;&#039; i &#039;&#039;Hota_lng.lod&#039;&#039;, mają iść do folderu &#039;&#039;Data&#039;&#039; (wtedy też zmiany zaczęły funkcjonować gdy odpaliłem jakąś mapę), ale wgląd Bohaterów nadal jest &#039;uproszczony&#039;, więc zgaduję, że coś jest jeszcze nie tak? Po pierszym skopiowaniu plików nie działało, zrobiłem świeżą instalkę, update HD moda i dopiero po tym zauważyłem to z plikami do &#039;&#039;Data&#039;&#039; - dzisiaj 21.10 HD mod też dostał jakąś łatkę, to może to coś sknociło? Bo jak skopiowałem Pumpkin 1.3.0 to też szczegółowego wglądu brakowało. Chyba, że jeszcze czegoś brakuje w folderze Data 1.3.1? (Mam Angielską wersję GOG)&lt;br /&gt;
&lt;br /&gt;
// Update: Yup, coś jest zdecydowanie nie tak, bo po restarcie gry, zmiany Pumpkin Patcha przestały funkcjonować.&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
Dla mnie polski, angielski, hiszpański - obojętnie. Spróbuj proszę pobrac ponownie 131 i przenieść Hota_lng.lod i Hota_lod do folderu Data. Czy teraz wszystko działa? Dzisiaj testowałem i było ok... Jak chodzi o szczegółowe info - co konkretnie nie działa? W jaki sposób? - Csaros&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gdy przytrzymywało się prawy przycisk myszki na obrazku Bohatera, podczas obierania Zamków, przed odpaleniem mapy, przy generowaniu Random Map, dawało to zwykle szczegółowy wgląd: jaki ten Bohater ma armię, staty, zdolności, itp. Teraz po patchu 1.3.1, prawy przycisk na bohaterze tylko wyświetla mi informacje jaką bohater ma specjalność. Jeśli dobrze kojarzę, to tę opcję z większymi szczegółami wprowadził pierwotnie HD mod. Gdy zrobiłem czystą instalację dla 1.3.1, i nacisnąłem &#039;Update&#039; na Launcherze HD moda, to zupdatował się do jakieś, niby dzisiejszej (21.10.2024) wersji 5.5 R9 ze zmianami:&lt;br /&gt;
&lt;br /&gt;
[ ] Library patcher_x86.dll updated to version 4.18 (bug fixed)&lt;br /&gt;
&lt;br /&gt;
[-] HotA 1.7.1: fixed bug with bank in factory.&lt;br /&gt;
&lt;br /&gt;
[ ] HotA: Some changes, fixes, optimizations in the online lobby.&lt;br /&gt;
&lt;br /&gt;
[ ] Some changes, fixes, optimizations.&lt;br /&gt;
&lt;br /&gt;
[!] SoD: HoMM3 HD libraries are now built with new development tools. Incompatibility with plugins that modify these libraries is possible. If you find an incompatibility with such a plugin, contact its author.&lt;br /&gt;
&lt;br /&gt;
[!] WoG/ERA HoMM3 HD libraries are now built with new development tools. Incompatibility with mods/plugins that modify these libraries is possible.&lt;br /&gt;
&lt;br /&gt;
Dlatego też myślałem, że może HD mod jakoś zdołał wyjść nowy czasowo tuż po twoim updacie do 1.3.1 i wyszły jakieś nieścisłości.&lt;br /&gt;
&lt;br /&gt;
Oprócz tego, gdy parę razy wyłączyłem i ponownie odpaliłem H3 od nowa, po czym wystartowałem nową grę na nowej mapie, ustawienia jak zmiany do &#039;&#039;Lizard Warriorów&#039;&#039;, czy &#039;&#039;Manticore Lair&#039;&#039; przestały funkcjonować, zwyczajnie staty/koszty przywróciły się do standard Hota - pomimo, że te zedytowane przez ciebie pliki były nadal na swoich odpowiednich miejscach w folderze H3. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ale ogólnie, zrobiłem teraz jeszcze raz &#039;&#039;kolejną&#039;&#039; świeżą instalację i szczegółowe statystki pod prawym przyciskiem myszki wróciły, i Pumpkin Patch nadal działa jak powinien po restarcie H3, więc może ta poprzednia instalacja się u mnie coś zchraniła. Albo też to, że poprzednio raz odpaliłem grę, zanim dodałem te brakujące pliki do folderu &#039;&#039;Data&#039;&#039;, i to mogło już coś uszkodzić, zanim je później dodałem. Jakby coś znowu zaczęło się psuć, to dam znać.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
== Krytyka i Sugestie Dalszych Zmian (Post 1.3.1) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imps and Familiars&#039;&#039;&#039; - Nawet fajna zmiana. Dodałbym jeszcze info &#039;&#039;Flies&#039;&#039; w opisie jednostek.&lt;br /&gt;
* Jest chyba od 1.3.2. Teraz w 1.3.4 chyba wszystkie błędy naprawione z brakującym tekstem, etc. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - Spoko, jest to napewno coś innego niż pozostali 2-poziomowi Strzelcy, i działa całkiem w porządku za te koszta jednostki. Może zamieniłbyś też Atk.&amp;lt;-&amp;gt;Def. &#039;&#039;&#039;Podstawowych &#039;&#039;Lizardman&#039;ów&#039;&#039;&#039;&#039;&#039;, żeby miały trochę większy Atak miast Obrony? (Lizard Warrior dostaje jakąś zbroje skórzaną po ulepszeniu - to może być ten odpowiednik 1 Def. różnicy :D)&lt;br /&gt;
* Fair enough. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;// Nice!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manticore Lair&#039;&#039;&#039; - całościowo powiedziałbym, że nadal kosztuje zbyt dużo w porównaniu z tym jakie jednostki daje - większość 6-poziomowych jednostek jest nadal mocniejsza niż zwykła Mantykora [np. Cyclop, Gunslinger, Unicorn]. Zmniejszenie Bazowej Budowli o 1000g jest spoko, ale &#039;&#039;&#039;Podstawowy Manticore Lair&#039;&#039;&#039; nadal nie ma powodu by kosztować dodatkowe 5 Siarki i 5 Rtęci - jak już pisałem powyżej po angielsku, wszystkie 6-poziomowe budowle w innych zamkach, co wykorzystują &#039;&#039;rzadsze surowce niż Kamień/Drewno&#039;&#039;, produkują jednostki mające jakąś dodatkową zdolność pasywną bądź aktywną (przykładowo &#039;&#039;&#039;Unicorn Glade&#039;&#039;&#039;, 5 Drewna, 5 Kameni, 10 Klejnotów, 4000g (Bardzo zbliżone koszta Budowli do Manticore Lair, zamieniając Klejnoty na Rtęć i Siarkę) - Jednostki mające &#039;&#039;Blind + Magic Res.&#039;&#039; [Ulepszona Budowla tylko &#039;&#039;5 Klejnotów!&#039;&#039;, 3000g]; &#039;&#039;&#039;Wyvern Nest&#039;&#039;&#039;, 15 Drewna, 3500g - Najtańsza budowla 6-poziomowa, ale Wyverny nie mają żadnych dodatkowych zdolności i należą do słabszych 6-tek. Nieulepszone Wyverny można za to też &#039;uratować&#039; z Dragon Fly Hives co polepsza ich sytuację. Koszt &#039;specjalnych&#039; surowców dopiero jest dodawany, na &#039;&#039;&#039;Ulepszone Wyvern Nest&#039;&#039;&#039; - &#039;&#039;10 Rtęci&#039;&#039;, 10 Drewna, 3000g - gdy zyskują &#039;&#039;Poisonous&#039;&#039;). &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Sugestia:&#039;&#039;&#039;&#039;&#039; Wyrzucenie &#039;&#039;5 Siarki&#039;&#039; [lub redukcja na &#039;&#039;3 Siarki + 3 Rtęci&#039;&#039; - choć z tym pragnąłbym jakiś mały buff jak 10-15% Venom już u samych Mantykor] z kosztów Podstawowej Budowli &#039;&#039;&amp;lt;- moja preferowana opcja&#039;&#039;, TUDZIEŻ dodanie Mantykorom 25% &#039;&#039;Paralyzing Venom&#039;&#039;. Pragnę też zaznaczyć, że po twoim przeniesieniu 1000g z &#039;&#039;&#039;&#039;&#039;Podstawowej&#039;&#039;&#039;&#039;&#039; na &#039;&#039;&#039;&#039;&#039;Ulepszoną&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;Manticore Lair&#039;&#039;&#039;, jest to teraz jedyna &#039;&#039;&#039;Ulepszona&#039;&#039;&#039; Budowla 6-poziomowa spośród wszystkich zamków, która kosztuje 4000g, wszystkie inne posiadają koszty złota wynoszące 3000g, nawet &#039;&#039;&#039;Ulepszona Hall of Darkness&#039;&#039;&#039;, produkująca najpotężniejsze 6-poziomowe jednostki. Prosiłbym więc o upuszczenie tych 1000g różnicy (Utrzymywanie równie wysokich kosztów budowli jakie były pierwotnie przed zmianami jest w przypadku Manticore Lair kompletnie niepotrzebne - nadal nie mają tak silnych istot, by gwarantować te koszta, pomimo [fajnego] polepszenie Scorpicor!). I po zmianach kosztów &#039;&#039;Mana Vortex&#039;&#039; oraz &#039;&#039;Portal of Summoning&#039;&#039;, Dungeon jest najdroższym miastem po Factory i Conflux pod względem Złota za Budowle. Te trochę zmian do &#039;&#039;Manticore Lair&#039;&#039; balansu gry nie zniszczy - &#039;&#039;a wręcz go poprawi!&#039;&#039; (Swoją drogę, pragnę zaznaczyć, że wcześniej &#039;&#039;mylnie&#039;&#039; myślałem o możliwości przeskoczenia Mantykor, by szybciej budować Smoki, ale &#039;&#039;Manticore Lair&#039;&#039; jest potrzebny by móc budować &#039;&#039;Dragon Cave&#039;&#039;, więc nawet przeskoczyć ich się nie da...)&lt;br /&gt;
* Chciałbym by Rtęć i Siarka pozostały wymaganiami, żeby budowanie Smoków było równie trudne. Ale masz rację - są strasznie drogie. Jestem gotowy zmienić koszt budynku podstawy na &#039;&#039;&#039;3&#039;&#039;&#039; rtęci, &#039;&#039;&#039;3&#039;&#039;&#039; siarki, 5 drewna, 5 kamieni, &#039;&#039;&#039;3&#039;&#039;&#039;000 złota, koszt ulepszenia cofnąć do oryginalnego. Dodawanie Venomu podstawie na innej szansie wymagałoby w zasadzie stworzenie nowej zdolności dla nich; dodawanie go w pełni na podstawie usunęłoby w ogóle potrzebę ulepszania do Skorpikor. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Ok, Super. To już powinno być git nawet bez Venom na Mantykorach. --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]])&lt;br /&gt;
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&#039;&#039;&#039;Magic Mirror&#039;&#039;&#039; - Nadal jest raczej słabe, jak na 5-pz Czar. Zmieniłbym na &#039;&#039;All Schools&#039;&#039; (- naprawdę sądzę, że to by bardzo do tego Spella pasowało) i dał &#039;&#039;Additionally, it removes negative spell effects (e.g. curse) but not positive spell effects (e.g. bless)&#039;&#039; - tak jak posiada Anti-Magic (o ile da się to wkodować do innego Spella). Wtedy Czar byłby git. Mógłbyś też ewentualnie miast tego obniżyć poziom na 3/4th lvl, ale powiedziałbym, że większość czarów przynajmniej 4-poziomu jest od Mirror w stanie obecnym nadal o wiele lepsza. Mirror tylko byłby przesadnie zbuffowany, jeślibyś nagle zmienił go na All-Castem - to by było OP.&lt;br /&gt;
* Nie wiem jak dodać clearowanie jakiś konkretnych efektów spellem, który normalne niczego nie clearuje. Ten spell był błędem gdy powstał. Teraz daje tak wysokie szanse na odbicie, że żaden rozsądny gracz nie rzuci łańcucha piorunów ani innych spelli na kogoś obdarzonego tym czarem. Jakby go dać do all schools, to jeszcze bardziej osłabi Air magic a już słyszałem narzekanie, że Fire jest lepszy od Air teraz. Przesunięcie do 4-poziomu: nie jestem fanem; po pierwsze, wtedy trzeba by przenieść coś z 4 do 5 (by się liczba spelli zgadzała) a po drugie, wtedy Złote Smoki byłyby jeszcze gorsze (Magic Mirror to taki AntiMagic dla złotych smoków). Jedyny sposób w jaki mógłbym polepszyć ten spell to a) zmienić koszt b) zmienić szanse c) zrobić all-cast z mniejszą szansą (ale to byłoby kind of cancer jak chodzi o usuwanie wszystkich hirków z spellami z obrażeniami). - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Osobiście uważam, że Air jest nadal spoko - Dimension Door był spellem, który kompletnie trywializował poruszanie się po mapie, zmiana jego na Fire całkiem dobrze mi odpowiadała i pasowała tematycznie (portal &#039;wypalając&#039; wyrwę w czasoprzestrzeni + oczywiście Gate u Inferno) no i Air ma jeszcze czar &#039;podróżny&#039; w postaci Fly. Chain Lightning poniekąd da się wycelować, zajęłoby raczej 3-4 casty Mirror by kompletnie zniesmaczyć Chain Lightning i AOE Debuffy (i nadal miałby 30% szansę na nieodbice w stanie obecnym). Counterstrike, Fortune, Air Shield, Precision są wszystkie spoko. Fly niwelujący dodatkowe koszta terenu czasem bardziej się opłaca niż DD. Ale jak tak jeszcze raz rzuciłem okiem na Elementarne Szkoły potrafię zrozumieć dlaczego inni graczę mogliby argumentować, że za bardzo nerfisz Air, gdybyś dał Mirror na All Schools. &#039;&#039;&#039;To co powiesz na to:&#039;&#039;&#039; 50/75/100% (&amp;lt;- To by było chyba najlepsze, by Air School się bardziej opłacało brać) albo 60/80/100% na Mirror i zmniejszenie kosztów do tych samych co Anti-Magic. Wiem, że 100% może brzmieć na pierwszy rzut oka przesadnie, ale bez możliwości wkodowania &#039;oczyszczenia&#039; jednostek gdy się na nich rzuca Mirror, dużo zależy od tego czy masz pierwszy ruch w walce, by uchronić daną jednostkę przed Debuffem, trochę mniej ważne w częstszych situacjach przed 1-osobowym zmiażdżeniem jak Implozja, bo nie zawsze ktoś Implozję ma - oczyścić jej już za jednym zamachem z Debuffa nie oczyścisz, więc niech już Mirror ma przynajmniej to 100% na Expercie. W przeciwnym wypadku Anti-Magic+Earth Magic Skill wydaje się nadal silniejsze/bardziej opłacalne. Ochrona złotych smoków przeciw Implozji jest silna, ale to jest za bardzo sytuacyjne, i wydaje się raczej jak patchowanie niedociągłości jednej jednostki niż jak 5-pz spell jak Mirror powinien w rzeczywistości fungować.&lt;br /&gt;
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&#039;&#039;&#039;Mysticism&#039;&#039;&#039; - Początkowa regeneracja nadal mierna, i późniejsza mogłabybyć trochę wyższa - &#039;&#039;dałbym 5/13/25&#039;&#039; albo &#039;&#039;8/16/25&#039;&#039;. Na większych mapach (L+) wydaje się wciąż, że lepiej jest ignorować ten Skill i Bohaterów mających Mysticism od początku. (Gdy gram, balansując 3/2 - Power/Wisdom, mana prawie mi się nie kończy. Zawsze znajdzie się Miasto z Gildią, albo Magic Well w pobliżu - wystarczy tylko trochę patrzeć, gdzie się rusza Bohaterów. To po co miałbym w ogóle brać Mysticism? Wolałbym nawet mieć ten nowy Learning albo Eagle Eye XD)&lt;br /&gt;
* Miło mi słyszeć, że podoba ci się nowy Learning! Jak chodzi o Mistycyzm, moim zdaniem jest już całkiem dobry jak grasz na Impossible i chcesz wysoki Score zdobyć (by się nie wracać do zamku ciągle). Na stronie [[Mistycism]] wstawiłem porównanie z inteligencją - więc mój nowy ekspercki mistycyzm działa idealnie jesli używasz 60 many dziennie (DD, TP i &amp;quot;coś extra&amp;quot;). Poza tym, nie podoba mi się 5/13/25. Prędzej bym dał 6/11/21 (i przedstawić to jako 1+5/10/25) no może 10/20/30 (choć to chyba trochę za dużo). Co sądzisz? - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
Edit: szczerze mówiąc 6/11/21 bardzo mi sie podoba i chyba tak dam. &lt;br /&gt;
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&#039;&#039;// Ja bym szczerze gorąco polecał Ci wypróbować przynajmniej na kilku grach u siebie &#039;&#039;&#039;10/20/30&#039;&#039;&#039; na jakiś Większych Random Mapach L/XL/H + Podziemia, jeśli jesteś bardziej do tego skory niż 5/13/25 - 8/16/25 i inne kombinację (może &#039;&#039;&#039;5/15/25&#039;&#039;&#039; XD?). Też się zgodzę, że pod względem estetyki 10/20/30 wygląda najładniej jako liczba. Teraz na 5/10/20, Basic/Advanced jest dosyć słabe, i Expert też nie jest aż tak mocny, chyba, że ma się szybko Artefakt(y) - &#039;Mystic Orb&#039; dający dodatkowe 7 Many/dzień albo te dwa mniejsze odpowiedniki, tudzież jest to postać z Specjalnością Mistycyzm mająca już dobrą garść lvli - i nadal to, w tych specyficznych kombinacjach gdy gram, nie wydaje się &#039;aż tak silne&#039;, tylko raczej takie &#039;jakość-tak-może-ok&#039;. Jak za pierwszym razem pisałem o Mistycyzmie, wspominałem o procentowym regenerowaniu jako opcja u WOGa (10/20/30 &amp;gt;%&amp;lt;) - tą opcję testowałem wielokrotnie, wydawała się dobra [i nawet wcale nie aż tak mocna, jak się nie miało włączone 10 miast 8 Secondary Skill, niżby się na pierwszy rzut oka wydawało], ale nie przesadna - więc nie sądzę żeby nawet 10/20/30, mając tylko 8 Skill-slotów do dyspozycji, zniszczyło balans, ale sprawiłoby by Bohaterowie-Czarodzieje biliby bardziej skłonni do brania Mana-Regena nawet jeśliby nie mieli Specjalności. 30% to 90% Max Many &#039;dopiero&#039; po 3 dniach, na 15 Wisdom to 135 Many, a na mapach L+ z Podziemiami, ma się często o &#039;wiele&#039; więcej, i Procentowy Regen balansu gry nie zniszczył. Intelligence nadal wydawał się dużo mocniejszy pomimo &#039;%&#039; Regena, bo grając agresywnie i podbijając Zamki / rozplanowując ruch bohatera po już kontrolowanych terytoriach do Magicznych Studni i Zamków (+ też rzadszy Magic Spring, o którym wspomniałeś w adnotacji na stronce o Mistycyzmie), nadal o wiele prościej dało się regenerować o wiele większy zasób Many i to w pełni(!), w ciągu tylko jednego dnia(!) niż czekać na działanie &#039;procentowego&#039; Mistycyzmu do Maxa (I nawet po nerfie HOTA do 50%, Intelligence w mojej opinii jest silniejsze). 10/20/30 &#039;Punktowego&#039; Regenerowania naprawdę nie powinno się okazać nazbyt silne, da co najwyżej parę spelli w pierwszych walkach z neutralnymi NPC blokującymi drogę na mapie. Może to zwyczajnie kwestia różnych Stylów-gry - tak jak pisałeś o średniej Manie zużywanej na dzień - i ostatecznie wezmę to co dasz na Mistycyzm (HOTA z Pumpkinem jest już bardzo w porządku, i nowe Factory bardziej mi się spodobało niż w pierwszej chwili sądziłem), ale jest powód dla którego apelowałem/-uję o przynajmniej podbicie jeszcze troszkę Advanced (12-15) i Expert (przynajmniej do 25), Basic niech sobie będzie tym przysłowiowym &#039;Basic&#039;iem&#039;. Jeśli nie &#039;&#039;&#039;10/20/30&#039;&#039;&#039; to &#039;&#039;&#039;5/15/25&#039;&#039;&#039; brzmi chyba też całkiem nieźle ^^ ? --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]])&lt;br /&gt;
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Dalsze pomysły:&lt;br /&gt;
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&#039;&#039;&#039;+Scholar&#039;&#039;&#039; - Przy testowaniu 1.3.1 zauważyłem, że &#039;&#039;&#039;Scholar&#039;&#039;&#039; uczy tylko 1-2/3/4-lvl max czarów. Czy zmiana na 1-3/4/5 byłaby zbyt potężna? Komponowałby się lepiej z nowym &#039;&#039;&#039;Eagle Eye&#039;&#039;&#039;.&lt;br /&gt;
* No zmiana na 3/4/5 trochę by zrujnowała cały koncept postaci Gwenneth. Byłaby dość potężna (obecnie główne ograniczenie hirków ze scholarem to wymaganie level-upu by dzielić silniejsze czary) no i tbh ja zawsze chcę mieć co najmniej jednego hirka ze scholarem tak czy siak. No i wyobraź sobie takiego Alamara, który na 2 poz. (czyli 1. tura z Battle Scholar Academy) może już uczyć wszystkich nowych hirków Wskrzeszenia... Myślę że Scholar jest okej. &lt;br /&gt;
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&#039;&#039;// Z tym się zgodzę, za szybkie dzielenie się 4th lvl Spellami, z którymi startują niektórzy Bohaterowie, na samym &#039;Advanced Scholar&#039;, mogłoby być za silne w Early-gamie. Scholar wydawał mi się już w stanie obecnym całkiem dobry, bo samo przenoszennie 4-pz Czarów jest całkiem spoko, ale wolałem podrzucić zapytanie. - korzystam raczej sporadycznie ze Scholara, jak się natrafi, na swoich Utility-Heroesach i póżniej rozsyłam by przenosiły Spelle dalej od Zamków/Głównego Bohatera, ale też nie zawsze. Tak jak teraz piszę, to ciekawe byłoby, gdyby istniał jakiś (Major?) Artefact, który by Scholar zwiększał o 1-lvl Spelli.&#039;&#039; --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) &lt;br /&gt;
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&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Ponownie proszę o przeniesie 5 Kamieni i 5 Drewna (:D) z kosztów Bazowych do Ulepszonych, by wyglądały: &#039;&#039;&#039;Podstawowe Dragon Cave&#039;&#039;&#039; (Czerwone Smoki) &#039;&#039;10 Drewna, 10 Kamienia&#039;&#039;, 20 Siarki, 15000g; &#039;&#039;&#039;Ulepszone Dragon Cave&#039;&#039;&#039; (Czarne Smoki) &#039;&#039;20 Drewna, 20 Kamienia&#039;&#039;, 20 Siarki, 15000g (&#039;&#039;Total costs for both dwellings remain the same.&#039;&#039;). Posiadanie takich samych kosztów Bazowych i Ulepszonych Budowli, jest dosyć &#039;nudne&#039;, a wiele innych zamków ma inaczej - szczególnie Rampart, które ma niemalże lustrzane odbicia Smoków Dungeon&#039;a (Tematycznie Dobre vs. Złe Smoki?). U Rampart &#039;&#039;&#039;Bazowe Dragon Cliffs&#039;&#039;&#039; kosztuje 30 Kamienia, 20 Kryształów, &#039;&#039;10000g&#039;&#039;, a &#039;&#039;&#039;Ulepszone Dragon Cliffs&#039;&#039;&#039; 30 Kamienia, 20 Kryształów, &#039;&#039;20000g&#039;&#039;. Kamienia i Drewna raczej na mapach nie brakuje, więc na Całościowy Balans nie powinno to raczej wpłynąć (może gracz Dungeon będzie miał 250g więcej na Budowlę Czerwonych Smoków po sprzedaniu tych 5 Kamienia/Drewna na targowisku, XD)&lt;br /&gt;
* No w zasadzie... Dobra. &lt;br /&gt;
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&#039;&#039;// Nice! &#039;&#039;--[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) &lt;br /&gt;
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Jeszcze raz dzięki za twoją pracę nad patchowaniem H3. Nawet jeśli postuluję o dalsze działania, twoje już zaimplementowane zmiany o wiele polepszyły moją grę w Heroes&#039;y (wreszcie gram w HOTA i nie muszę się już męczyć z WOG/Era, jeśli nie chcę zbyt odbiegających, dalszych customizacji). Mam nadzieję, że moje sugestie polepszeń nie wydają się zbyt &#039;upierdliwe&#039; XD. Dzielę się nimi z własnej miłości dla Heroes III (i mając trochę bzika na punkcie statystyk i analizowania/balansowania różnych gier...).&lt;br /&gt;
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- Eldrin&lt;br /&gt;
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* No oczywiście, że mi nie przeszkadzają! Bardzo mi miło, że ktoś chce ze mną omawiać balans gier. Masz może jakiś inny komunikator poza tym czatem? Discord, acidcave.net, etc.?&lt;br /&gt;
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&#039;&#039;// Discorda w zasadzie mam, tylko raczej bardzo rzadko z niego korzystam. &#039;&#039;&#039;Założyłem konto na acidcave.net, i podesłałem wiadomość :)&#039;&#039;&#039; . Tutaj jeszcze odpisałem powyżej na dyskusję, ale jakby co to możemy już na Kwasowej pisać.&#039;&#039; --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]])&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=143065</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=143065"/>
		<updated>2024-10-27T06:10:23Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Krytyka i Sugestie Dalszych Zmian (Post 1.3.1) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
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== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
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I love the changes made to HOTA!&lt;br /&gt;
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Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
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Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
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== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
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Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
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== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
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I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
** You&#039;ll see a different Lizard Warrior buff in 1.3.1. Don&#039;t wanna give away too much before the big day. &lt;br /&gt;
** Scorpicores were buffed - now paralyse hits 25% of the time. &lt;br /&gt;
** Glyphs of Fear and Blood Obelisk are rather weak. &lt;br /&gt;
** Dragon Cave - There is a cost reduction for unupgraded dragon dwelling (by reducing cost of Manticore lair as a proxy). But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glyph/Obelisk&#039;&#039;&#039; - Sure, OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manticores/Scorpicores&#039;&#039;&#039; - Consider that they are still relatively weak, potentially the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn&#039;t equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. &lt;br /&gt;
&lt;br /&gt;
Maybe if you don&#039;t want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - &#039;&#039;Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower&#039;&#039;, all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn&#039;t be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is &#039;&#039;really&#039;&#039; similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and &#039;&#039;Wyvern Nest&#039;&#039; Costs 3500g + 15 Wood, while &#039;&#039;Manticores Lair&#039;&#039; Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don&#039;t have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds valuable resources like 10 Mercury on top to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base, and so their 1st Unupgraded Dwellings cost valuable/rarer resources like Gems, Sulfur, Mercury, Crystals. &lt;br /&gt;
&lt;br /&gt;
Cyclops Dwelling Costs only Ore+Gold at base, and they&#039;re Shooters, with &#039;&#039;Siege Walls&#039;&#039;, similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost &#039;&#039;Less&#039;&#039; [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are &#039;&#039;much&#039;&#039; better 6th Tier Units than Manticore statwise. Base Cavalier even has the Jousting ability already. And there exist Base Dwellings that Cost even less than 4000g, like &#039;&#039;Altar of Thought&#039;&#039; 3000g, &#039;&#039;Cyclops Cave&#039;&#039; 3500g, both giving better Units.&lt;br /&gt;
&lt;br /&gt;
An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity, costing 900g/unit - stronger than 1050g Scorpicore. An Upg. Efreety Sultan costing 1100g (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and Fire Shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore &#039;&#039;Cost Increase&#039;&#039; to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs).&lt;br /&gt;
&lt;br /&gt;
And no, I don&#039;t favor Dungeon/Scorpicore as my Town/Creature of Choice, even if it sounds like that XD &#039;&#039;(The Statistics speak for themselves!)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* Fair enough, I just checked the numbers and yeah Scorpicores are trash. They&#039;ll get a small number buff. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And&#039;&#039; the Manticore Lair (Base) -5 Sulfur, -1000g? To 4000g, 5 Mercury, 5 Wood, 5 Ore? &#039;&#039;*Nudge, Nudge*&#039;&#039; :D&lt;br /&gt;
&lt;br /&gt;
The Cost of Base Lair actually started bothering me more and more the deeper I went into comparing Manticores against other, &#039;&#039;proper&#039;&#039; Tier 6 Units and &#039;&#039;their&#039;&#039; usual Dwelling Costs.&lt;br /&gt;
&lt;br /&gt;
The (Upg.) Manticore Lair Costs can freely remain as they are.&lt;br /&gt;
&lt;br /&gt;
Manticores/Scorpicores really are rather Trashtier 6th lvls. You can always reverse the Cost/Stat Changes later, if it altogether becomes a too strong Buff to Dungeon. Although I honestly doubt that it will end up feeling that way. &lt;br /&gt;
&lt;br /&gt;
- Eldrin.&lt;br /&gt;
&lt;br /&gt;
* Hey Eldrin, check out 1.3.1! A lot of the stuff you&#039;ve asked for is here! - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
Zgaduję, że skoro planujesz zrobić własne polskie tłumaczenie, to pewnie komunikacja po polsku będzie łatwiejsza? (Skoryguj mnie jeśli angielski jest dla ciebie wygodniejszy!)&lt;br /&gt;
&lt;br /&gt;
Ogólnie, wszystkie zmiany są raczej krokiem w dobrym kierunku, chociaż może w niektórych przypadkach nie są one aż tak dotkliwe jak bym tego pragnął :D&lt;br /&gt;
&lt;br /&gt;
Tylko, że coś występuje kilka problemów w mojej wersji H3. Po skopiowaniu 1.3.1 wyskakuje mi błąd (ResourceManager::GetBitmap816 could not find &amp;quot;bitmap8&amp;quot; resource &amp;quot;HPS219Sh.PCX) i zniknął polepszony wgląd Bohaterów (szczegółowe info miast tylko wyświetlania Specjalności Bohaterów) - niestety nie mam uprawnień by dzielić się tutaj linkami do screenshotów ;/ . Błąd naprawiłem, gdy po porównaniu 1.3.1 z archiwum poprzedniej wersji zauważyłem, że pliki &#039;&#039;Hota.lod&#039;&#039; i &#039;&#039;Hota_lng.lod&#039;&#039;, mają iść do folderu &#039;&#039;Data&#039;&#039; (wtedy też zmiany zaczęły funkcjonować gdy odpaliłem jakąś mapę), ale wgląd Bohaterów nadal jest &#039;uproszczony&#039;, więc zgaduję, że coś jest jeszcze nie tak? Po pierszym skopiowaniu plików nie działało, zrobiłem świeżą instalkę, update HD moda i dopiero po tym zauważyłem to z plikami do &#039;&#039;Data&#039;&#039; - dzisiaj 21.10 HD mod też dostał jakąś łatkę, to może to coś sknociło? Bo jak skopiowałem Pumpkin 1.3.0 to też szczegółowego wglądu brakowało. Chyba, że jeszcze czegoś brakuje w folderze Data 1.3.1? (Mam Angielską wersję GOG)&lt;br /&gt;
&lt;br /&gt;
// Update: Yup, coś jest zdecydowanie nie tak, bo po restarcie gry, zmiany Pumpkin Patcha przestały funkcjonować.&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
Dla mnie polski, angielski, hiszpański - obojętnie. Spróbuj proszę pobrac ponownie 131 i przenieść Hota_lng.lod i Hota_lod do folderu Data. Czy teraz wszystko działa? Dzisiaj testowałem i było ok... Jak chodzi o szczegółowe info - co konkretnie nie działa? W jaki sposób? - Csaros&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gdy przytrzymywało się prawy przycisk myszki na obrazku Bohatera, podczas obierania Zamków, przed odpaleniem mapy, przy generowaniu Random Map, dawało to zwykle szczegółowy wgląd: jaki ten Bohater ma armię, staty, zdolności, itp. Teraz po patchu 1.3.1, prawy przycisk na bohaterze tylko wyświetla mi informacje jaką bohater ma specjalność. Jeśli dobrze kojarzę, to tę opcję z większymi szczegółami wprowadził pierwotnie HD mod. Gdy zrobiłem czystą instalację dla 1.3.1, i nacisnąłem &#039;Update&#039; na Launcherze HD moda, to zupdatował się do jakieś, niby dzisiejszej (21.10.2024) wersji 5.5 R9 ze zmianami:&lt;br /&gt;
&lt;br /&gt;
[ ] Library patcher_x86.dll updated to version 4.18 (bug fixed)&lt;br /&gt;
&lt;br /&gt;
[-] HotA 1.7.1: fixed bug with bank in factory.&lt;br /&gt;
&lt;br /&gt;
[ ] HotA: Some changes, fixes, optimizations in the online lobby.&lt;br /&gt;
&lt;br /&gt;
[ ] Some changes, fixes, optimizations.&lt;br /&gt;
&lt;br /&gt;
[!] SoD: HoMM3 HD libraries are now built with new development tools. Incompatibility with plugins that modify these libraries is possible. If you find an incompatibility with such a plugin, contact its author.&lt;br /&gt;
&lt;br /&gt;
[!] WoG/ERA HoMM3 HD libraries are now built with new development tools. Incompatibility with mods/plugins that modify these libraries is possible.&lt;br /&gt;
&lt;br /&gt;
Dlatego też myślałem, że może HD mod jakoś zdołał wyjść nowy czasowo tuż po twoim updacie do 1.3.1 i wyszły jakieś nieścisłości.&lt;br /&gt;
&lt;br /&gt;
Oprócz tego, gdy parę razy wyłączyłem i ponownie odpaliłem H3 od nowa, po czym wystartowałem nową grę na nowej mapie, ustawienia jak zmiany do &#039;&#039;Lizard Warriorów&#039;&#039;, czy &#039;&#039;Manticore Lair&#039;&#039; przestały funkcjonować, zwyczajnie staty/koszty przywróciły się do standard Hota - pomimo, że te zedytowane przez ciebie pliki były nadal na swoich odpowiednich miejscach w folderze H3. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ale ogólnie, zrobiłem teraz jeszcze raz &#039;&#039;kolejną&#039;&#039; świeżą instalację i szczegółowe statystki pod prawym przyciskiem myszki wróciły, i Pumpkin Patch nadal działa jak powinien po restarcie H3, więc może ta poprzednia instalacja się u mnie coś zchraniła. Albo też to, że poprzednio raz odpaliłem grę, zanim dodałem te brakujące pliki do folderu &#039;&#039;Data&#039;&#039;, i to mogło już coś uszkodzić, zanim je później dodałem. Jakby coś znowu zaczęło się psuć, to dam znać.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
== Krytyka i Sugestie Dalszych Zmian (Post 1.3.1) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imps and Familiars&#039;&#039;&#039; - Nawet fajna zmiana. Dodałbym jeszcze info &#039;&#039;Flies&#039;&#039; w opisie jednostek.&lt;br /&gt;
* Jest chyba od 1.3.2. Teraz w 1.3.4 chyba wszystkie błędy naprawione z brakującym tekstem, etc. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - Spoko, jest to napewno coś innego niż pozostali 2-poziomowi Strzelcy, i działa całkiem w porządku za te koszta jednostki. Może zamieniłbyś też Atk.&amp;lt;-&amp;gt;Def. &#039;&#039;&#039;Podstawowych &#039;&#039;Lizardman&#039;ów&#039;&#039;&#039;&#039;&#039;, żeby miały trochę większy Atak miast Obrony? (Lizard Warrior dostaje jakąś zbroje skórzaną po ulepszeniu - to może być ten odpowiednik 1 Def. różnicy :D)&lt;br /&gt;
* Fair enough. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Nice!&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Manticore Lair&#039;&#039;&#039; - całościowo powiedziałbym, że nadal kosztuje zbyt dużo w porównaniu z tym jakie jednostki daje - większość 6-poziomowych jednostek jest nadal mocniejsza niż zwykła Mantykora [np. Cyclop, Gunslinger, Unicorn]. Zmniejszenie Bazowej Budowli o 1000g jest spoko, ale &#039;&#039;&#039;Podstawowy Manticore Lair&#039;&#039;&#039; nadal nie ma powodu by kosztować dodatkowe 5 Siarki i 5 Rtęci - jak już pisałem powyżej po angielsku, wszystkie 6-poziomowe budowle w innych zamkach, co wykorzystują &#039;&#039;rzadsze surowce niż Kamień/Drewno&#039;&#039;, produkują jednostki mające jakąś dodatkową zdolność pasywną bądź aktywną (przykładowo &#039;&#039;&#039;Unicorn Glade&#039;&#039;&#039;, 5 Drewna, 5 Kameni, 10 Klejnotów, 4000g (Bardzo zbliżone koszta Budowli do Manticore Lair, zamieniając Klejnoty na Rtęć i Siarkę) - Jednostki mające &#039;&#039;Blind + Magic Res.&#039;&#039; [Ulepszona Budowla tylko &#039;&#039;5 Klejnotów!&#039;&#039;, 3000g]; &#039;&#039;&#039;Wyvern Nest&#039;&#039;&#039;, 15 Drewna, 3500g - Najtańsza budowla 6-poziomowa, ale Wyverny nie mają żadnych dodatkowych zdolności i należą do słabszych 6-tek. Nieulepszone Wyverny można za to też &#039;uratować&#039; z Dragon Fly Hives co polepsza ich sytuację. Koszt &#039;specjalnych&#039; surowców dopiero jest dodawany, na &#039;&#039;&#039;Ulepszone Wyvern Nest&#039;&#039;&#039; - &#039;&#039;10 Rtęci&#039;&#039;, 10 Drewna, 3000g - gdy zyskują &#039;&#039;Poisonous&#039;&#039;). &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Sugestia:&#039;&#039;&#039;&#039;&#039; Wyrzucenie &#039;&#039;5 Siarki&#039;&#039; [lub redukcja na &#039;&#039;3 Siarki + 3 Rtęci&#039;&#039; - choć z tym pragnąłbym jakiś mały buff jak 10-15% Venom już u samych Mantykor] z kosztów Podstawowej Budowli &#039;&#039;&amp;lt;- moja preferowana opcja&#039;&#039;, TUDZIEŻ dodanie Mantykorom 25% &#039;&#039;Paralyzing Venom&#039;&#039;. Pragnę też zaznaczyć, że po twoim przeniesieniu 1000g z &#039;&#039;&#039;&#039;&#039;Podstawowej&#039;&#039;&#039;&#039;&#039; na &#039;&#039;&#039;&#039;&#039;Ulepszoną&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;Manticore Lair&#039;&#039;&#039;, jest to teraz jedyna &#039;&#039;&#039;Ulepszona&#039;&#039;&#039; Budowla 6-poziomowa spośród wszystkich zamków, która kosztuje 4000g, wszystkie inne posiadają koszty złota wynoszące 3000g, nawet &#039;&#039;&#039;Ulepszona Hall of Darkness&#039;&#039;&#039;, produkująca najpotężniejsze 6-poziomowe jednostki. Prosiłbym więc o upuszczenie tych 1000g różnicy (Utrzymywanie równie wysokich kosztów budowli jakie były pierwotnie przed zmianami jest w przypadku Manticore Lair kompletnie niepotrzebne - nadal nie mają tak silnych istot, by gwarantować te koszta, pomimo [fajnego] polepszenie Scorpicor!). I po zmianach kosztów &#039;&#039;Mana Vortex&#039;&#039; oraz &#039;&#039;Portal of Summoning&#039;&#039;, Dungeon jest najdroższym miastem po Factory i Conflux pod względem Złota za Budowle. Te trochę zmian do &#039;&#039;Manticore Lair&#039;&#039; balansu gry nie zniszczy - &#039;&#039;a wręcz go poprawi!&#039;&#039; (Swoją drogę, pragnę zaznaczyć, że wcześniej &#039;&#039;mylnie&#039;&#039; myślałem o możliwości przeskoczenia Mantykor, by szybciej budować Smoki, ale &#039;&#039;Manticore Lair&#039;&#039; jest potrzebny by móc budować &#039;&#039;Dragon Cave&#039;&#039;, więc nawet przeskoczyć ich się nie da...)&lt;br /&gt;
* Chciałbym by Rtęć i Siarka pozostały wymaganiami, żeby budowanie Smoków było równie trudne. Ale masz rację - są strasznie drogie. Jestem gotowy zmienić koszt budynku podstawy na &#039;&#039;&#039;3&#039;&#039;&#039; rtęci, &#039;&#039;&#039;3&#039;&#039;&#039; siarki, 5 drewna, 5 kamieni, &#039;&#039;&#039;3&#039;&#039;&#039;000 złota, koszt ulepszenia cofnąć do oryginalnego. Dodawanie Venomu podstawie na innej szansie wymagałoby w zasadzie stworzenie nowej zdolności dla nich; dodawanie go w pełni na podstawie usunęłoby w ogóle potrzebę ulepszania do Skorpikor. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Ok, Super. To już powinno być git nawet bez Venom na Mantykorach. --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]])&lt;br /&gt;
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&#039;&#039;&#039;Magic Mirror&#039;&#039;&#039; - Nadal jest raczej słabe, jak na 5-pz Czar. Zmieniłbym na &#039;&#039;All Schools&#039;&#039; (- naprawdę sądzę, że to by bardzo do tego Spella pasowało) i dał &#039;&#039;Additionally, it removes negative spell effects (e.g. curse) but not positive spell effects (e.g. bless)&#039;&#039; - tak jak posiada Anti-Magic (o ile da się to wkodować do innego Spella). Wtedy Czar byłby git. Mógłbyś też ewentualnie miast tego obniżyć poziom na 3/4th lvl, ale powiedziałbym, że większość czarów przynajmniej 4-poziomu jest od Mirror w stanie obecnym nadal o wiele lepsza. Mirror tylko byłby przesadnie zbuffowany, jeślibyś nagle zmienił go na All-Castem - to by było OP.&lt;br /&gt;
* Nie wiem jak dodać clearowanie jakiś konkretnych efektów spellem, który normalne niczego nie clearuje. Ten spell był błędem gdy powstał. Teraz daje tak wysokie szanse na odbicie, że żaden rozsądny gracz nie rzuci łańcucha piorunów ani innych spelli na kogoś obdarzonego tym czarem. Jakby go dać do all schools, to jeszcze bardziej osłabi Air magic a już słyszałem narzekanie, że Fire jest lepszy od Air teraz. Przesunięcie do 4-poziomu: nie jestem fanem; po pierwsze, wtedy trzeba by przenieść coś z 4 do 5 (by się liczba spelli zgadzała) a po drugie, wtedy Złote Smoki byłyby jeszcze gorsze (Magic Mirror to taki AntiMagic dla złotych smoków). Jedyny sposób w jaki mógłbym polepszyć ten spell to a) zmienić koszt b) zmienić szanse c) zrobić all-cast z mniejszą szansą (ale to byłoby kind of cancer jak chodzi o usuwanie wszystkich hirków z spellami z obrażeniami). - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Osobiście uważam, że Air jest nadal spoko - Dimension Door był spellem, który kompletnie trywializował poruszanie się po mapie, zmiana jego na Fire całkiem dobrze mi odpowiadała i pasowała tematycznie (portal &#039;wypalając&#039; wyrwę w czasoprzestrzeni + oczywiście Gate u Inferno) no i Air ma jeszcze czar &#039;podróżny&#039; w postaci Fly. Chain Lightning poniekąd da się wycelować, zajęłoby raczej 3-4 casty Mirror by kompletnie zniesmaczyć Chain Lightning i AOE Debuffy (i nadal miałby 30% szansę na nieodbice w stanie obecnym). Counterstrike, Fortune, Air Shield, Precision są wszystkie spoko. Fly niwelujący dodatkowe koszta terenu czasem bardziej się opłaca niż DD. Ale jak tak jeszcze raz rzuciłem okiem na Elementarne Szkoły potrafię zrozumieć dlaczego inni graczę mogliby argumentować, że za bardzo nerfisz Air, gdybyś dał Mirror na All Schools. &#039;&#039;&#039;To co powiesz na to:&#039;&#039;&#039; 50/75/100% (&amp;lt;- To by było chyba najlepsze, by Air School się bardziej opłacało brać) albo 60/80/100% na Mirror i zmniejszenie kosztów do tych samych co Anti-Magic. Wiem, że 100% może brzmieć na pierwszy rzut oka przesadnie, ale bez możliwości wkodowania &#039;oczyszczenia&#039; jednostek gdy się na nich rzuca Mirror, dużo zależy od tego czy masz pierwszy ruch w walce, by uchronić daną jednostkę przed Debuffem, trochę mniej ważne w częstszych situacjach przed 1-osobowym zmiażdżeniem jak Implozja, bo nie zawsze ktoś Implozję ma. W przeciwnym wypadku Anti-Magic+Earth Magic wydaje się nadal silniejsze/bardziej opłacalne. Ochrona złotych smoków przeciw Implozji jest silna, ale to jest za bardzo sytuacyjne, i wydaje się raczej jak patchowanie niedociągłości jednej jednostki niż jak 5-pz spell jak Mirror powinien w rzeczywistości fungować.&lt;br /&gt;
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&#039;&#039;&#039;Mysticism&#039;&#039;&#039; - Początkowa regeneracja nadal mierna, i późniejsza mogłabybyć trochę wyższa - &#039;&#039;dałbym 5/13/25&#039;&#039; albo &#039;&#039;8/16/25&#039;&#039;. Na większych mapach (L+) wydaje się wciąż, że lepiej jest ignorować ten Skill i Bohaterów mających Mysticism od początku. (Gdy gram, balansując 3/2 - Power/Wisdom, mana prawie mi się nie kończy. Zawsze znajdzie się Miasto z Gildią, albo Magic Well w pobliżu - wystarczy tylko trochę patrzeć, gdzie się rusza Bohaterów. To po co miałbym w ogóle brać Mysticism? Wolałbym nawet mieć ten nowy Learning albo Eagle Eye XD)&lt;br /&gt;
* Miło mi słyszeć, że podoba ci się nowy Learning! Jak chodzi o Mistycyzm, moim zdaniem jest już całkiem dobry jak grasz na Impossible i chcesz wysoki Score zdobyć (by się nie wracać do zamku ciągle). Na stronie [[Mistycism]] wstawiłem porównanie z inteligencją - więc mój nowy ekspercki mistycyzm działa idealnie jesli używasz 60 many dziennie (DD, TP i &amp;quot;coś extra&amp;quot;). Poza tym, nie podoba mi się 5/13/25. Prędzej bym dał 6/11/21 (i przedstawić to jako 1+5/10/25) no może 10/20/30 (choć to chyba trochę za dużo). Co sądzisz? - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
Edit: szczerze mówiąc 6/11/21 bardzo mi sie podoba i chyba tak dam. &lt;br /&gt;
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&#039;&#039;// Ja bym szczerze gorąco polecał Ci wypróbować przynajmniej na kilku grach u siebie &#039;&#039;&#039;10/20/30&#039;&#039;&#039; na jakiś Większych Random Mapach L/XL/H + Podziemia, jeśli jesteś bardziej do tego skory niż 5/13/25 - 8/16/25 i inne kombinację (może &#039;&#039;&#039;5/15/25&#039;&#039;&#039; XD?). Też się zgodzę, że pod względem estetyki 10/20/30 wygląda najładniej jako liczba. Teraz na 5/10/20, Basic/Advanced jest dosyć słabe, i Expert też nie jest aż tak mocny, chyba, że ma się szybko Artefakt(y) - &#039;Mystic Orb&#039; dający dodatkowe 7 Many/dzień albo te dwa mniejsze odpowiedniki, tudzież jest to postać z Specjalnością Mistycyzm mająca już dobrą garść lvli - i nadal to, w tych specyficznych kombinacjach gdy gram, nie wydaje się &#039;aż tak silne&#039;, tylko raczej takie &#039;jakość-tak-może-ok&#039;. Jak za pierwszym razem pisałem o Mistycyzmie, wspominałem o procentowym regenerowaniu jako opcja u WOGa (10/20/30 &amp;gt;%&amp;lt;) - tą opcję testowałem wielokrotnie, wydawała się dobra [i nawet wcale nie aż tak mocna, jak się nie miało włączone 10 miast 8 Secondary Skill, niżby się na pierwszy rzut oka wydawało], ale nie przesadna - więc nie sądzę żeby nawet 10/20/30, mając tylko 8 Skill-slotów do dyspozycji, zniszczyło balans, ale sprawiłoby by Bohaterowie-Czarodzieje biliby bardziej skłonni do brania Mana-Regena nawet jeśliby nie mieli Specjalności. 30% to 90% Max Many &#039;dopiero&#039; po 3 dniach, na 15 Wisdom to 135 Many, a na mapach L+ z Podziemiami, ma się często o &#039;wiele&#039; więcej, i Procentowy Regen balansu gry nie zniszczył. Intelligence nadal wydawał się dużo mocniejszy pomimo &#039;%&#039; Regena, bo grając agresywnie i podbijając Zamki / rozplanowując ruch bohatera po już kontrolowanych terytoriach do Magicznych Studni i Zamków (+ też rzadszy Magic Spring, o którym wspomniałeś w adnotacji na stronce o Mistycyzmie), nadal o wiele prościej dało się regenerować o wiele większy zasób Many i to w pełni(!), w ciągu tylko jednego dnia(!) niż czekać na działanie &#039;procentowego&#039; Mistycyzmu do Maxa (I nawet po nerfie HOTA do 50%, Intelligence w mojej opinii jest silniejsze). 10/20/30 &#039;Punktowego&#039; Regenerowania naprawdę nie powinno się okazać nazbyt silne, da co najwyżej parę spelli w pierwszych walkach z neutralnymi NPC blokującymi drogę na mapie. Może to zwyczajnie kwestia różnych Stylów-gry - tak jak pisałeś o średniej Manie zużywanej na dzień - i ostatecznie wezmę to co dasz na Mistycyzm (HOTA z Pumpkinem jest już bardzo w porządku, i nowe Factory bardziej mi się spodobało niż w pierwszej chwili sądziłem), ale jest powód dla którego apelowałem/-uję o przynajmniej podbicie jeszcze troszkę Advanced (12-15) i Expert (przynajmniej do 25), Basic niech sobie będzie tym przysłowiowym &#039;Basic&#039;iem&#039;. Jeśli nie &#039;&#039;&#039;10/20/30&#039;&#039;&#039; to &#039;&#039;&#039;5/15/25&#039;&#039;&#039; brzmi chyba też całkiem nieźle ^^ ? --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]])&lt;br /&gt;
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Dalsze pomysły:&lt;br /&gt;
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&#039;&#039;&#039;+Scholar&#039;&#039;&#039; - Przy testowaniu 1.3.1 zauważyłem, że &#039;&#039;&#039;Scholar&#039;&#039;&#039; uczy tylko 1-2/3/4-lvl max czarów. Czy zmiana na 1-3/4/5 byłaby zbyt potężna? Komponowałby się lepiej z nowym &#039;&#039;&#039;Eagle Eye&#039;&#039;&#039;.&lt;br /&gt;
* No zmiana na 3/4/5 trochę by zrujnowała cały koncept postaci Gwenneth. Byłaby dość potężna (obecnie główne ograniczenie hirków ze scholarem to wymaganie level-upu by dzielić silniejsze czary) no i tbh ja zawsze chcę mieć co najmniej jednego hirka ze scholarem tak czy siak. No i wyobraź sobie takiego Alamara, który na 2 poz. (czyli 1. tura z Battle Scholar Academy) może już uczyć wszystkich nowych hirków Wskrzeszenia... Myślę że Scholar jest okej. &lt;br /&gt;
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&#039;&#039;// Z tym się zgodzę, za szybkie dzielenie się 4th lvl Spellami, z którymi startują niektórzy Bohaterowie, na samym &#039;Advanced Scholar&#039;, mogłoby być za silne w Early-gamie. Scholar wydawał mi się już w stanie obecnym całkiem dobry, bo samo przenoszennie 4-pz Czarów jest całkiem spoko, ale wolałem podrzucić zapytanie. - korzystam raczej sporadycznie ze Scholara, jak się natrafi, na swoich Utility-Heroesach i póżniej rozsyłam by przenosiły Spelle dalej od Zamków/Głównego Bohatera, ale też nie zawsze. Tak jak teraz piszę, to ciekawe byłoby, gdyby istniał jakiś (Major?) Artefact, który by Scholar zwiększał o 1-lvl Spelli.&#039;&#039; --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) &lt;br /&gt;
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&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Ponownie proszę o przeniesie 5 Kamieni i 5 Drewna (:D) z kosztów Bazowych do Ulepszonych, by wyglądały: &#039;&#039;&#039;Podstawowe Dragon Cave&#039;&#039;&#039; (Czerwone Smoki) &#039;&#039;10 Drewna, 10 Kamienia&#039;&#039;, 20 Siarki, 15000g; &#039;&#039;&#039;Ulepszone Dragon Cave&#039;&#039;&#039; (Czarne Smoki) &#039;&#039;20 Drewna, 20 Kamienia&#039;&#039;, 20 Siarki, 15000g (&#039;&#039;Total costs for both dwellings remain the same.&#039;&#039;). Posiadanie takich samych kosztów Bazowych i Ulepszonych Budowli, jest dosyć &#039;nudne&#039;, a wiele innych zamków ma inaczej - szczególnie Rampart, które ma niemalże lustrzane odbicia Smoków Dungeon&#039;a (Tematycznie Dobre vs. Złe Smoki?). U Rampart &#039;&#039;&#039;Bazowe Dragon Cliffs&#039;&#039;&#039; kosztuje 30 Kamienia, 20 Kryształów, &#039;&#039;10000g&#039;&#039;, a &#039;&#039;&#039;Ulepszone Dragon Cliffs&#039;&#039;&#039; 30 Kamienia, 20 Kryształów, &#039;&#039;20000g&#039;&#039;. Kamienia i Drewna raczej na mapach nie brakuje, więc na Całościowy Balans nie powinno to raczej wpłynąć (może gracz Dungeon będzie miał 250g więcej na Budowlę Czerwonych Smoków po sprzedaniu tych 5 Kamienia/Drewna na targowisku, XD)&lt;br /&gt;
* No w zasadzie... Dobra. &lt;br /&gt;
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&#039;&#039;// Nice! &#039;&#039;--[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) &lt;br /&gt;
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Jeszcze raz dzięki za twoją pracę nad patchowaniem H3. Nawet jeśli postuluję o dalsze działania, twoje już zaimplementowane zmiany o wiele polepszyły moją grę w Heroes&#039;y (wreszcie gram w HOTA i nie muszę się już męczyć z WOG/Era, jeśli nie chcę zbyt odbiegających, dalszych customizacji). Mam nadzieję, że moje sugestie polepszeń nie wydają się zbyt &#039;upierdliwe&#039; XD. Dzielę się nimi z własnej miłości dla Heroes III (i mając trochę bzika na punkcie statystyk i analizowania/balansowania różnych gier...).&lt;br /&gt;
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- Eldrin&lt;br /&gt;
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* No oczywiście, że mi nie przeszkadzają! Bardzo mi miło, że ktoś chce ze mną omawiać balans gier. Masz może jakiś inny komunikator poza tym czatem? Discord, acidcave.net, etc.?&lt;br /&gt;
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&#039;&#039;// Discorda w zasadzie mam, tylko raczej bardzo rzadko z niego korzystam. &#039;&#039;&#039;Założyłem konto na acidcave.net, i podesłałem wiadomość :)&#039;&#039;&#039; . Tutaj jeszcze odpisałem powyżej na dyskusję, ale jakby co to możemy już na Kwasowej pisać.&#039;&#039; --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]])&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=143064</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=143064"/>
		<updated>2024-10-27T06:07:05Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Krytyka i Sugestie Dalszych Zmian (Post 1.3.1) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
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== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
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I love the changes made to HOTA!&lt;br /&gt;
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Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
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Kind regards&lt;br /&gt;
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* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
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== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
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Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
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== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
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I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
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Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
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Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
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I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
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Kind Regards, &lt;br /&gt;
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Eldrin&lt;br /&gt;
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* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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== Request - Various Spell Changes ==&lt;br /&gt;
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Seeing as you can edit Spell Schools:&lt;br /&gt;
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&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
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&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
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&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
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&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
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Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
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Kind Regards,&lt;br /&gt;
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Eldrin&lt;br /&gt;
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** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
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Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
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&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
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&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
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&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
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&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
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Keep up the good work! :) &lt;br /&gt;
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- Eldrin&lt;br /&gt;
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* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
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== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
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It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
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Probably my last suggestions for a while :D&lt;br /&gt;
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Can&#039;t wait for the next patch!&lt;br /&gt;
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- Eldrin&lt;br /&gt;
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** You&#039;ll see a different Lizard Warrior buff in 1.3.1. Don&#039;t wanna give away too much before the big day. &lt;br /&gt;
** Scorpicores were buffed - now paralyse hits 25% of the time. &lt;br /&gt;
** Glyphs of Fear and Blood Obelisk are rather weak. &lt;br /&gt;
** Dragon Cave - There is a cost reduction for unupgraded dragon dwelling (by reducing cost of Manticore lair as a proxy). But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - OK.&lt;br /&gt;
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&#039;&#039;&#039;Glyph/Obelisk&#039;&#039;&#039; - Sure, OK.&lt;br /&gt;
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&#039;&#039;&#039;Manticores/Scorpicores&#039;&#039;&#039; - Consider that they are still relatively weak, potentially the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn&#039;t equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. &lt;br /&gt;
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Maybe if you don&#039;t want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - &#039;&#039;Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower&#039;&#039;, all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn&#039;t be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is &#039;&#039;really&#039;&#039; similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and &#039;&#039;Wyvern Nest&#039;&#039; Costs 3500g + 15 Wood, while &#039;&#039;Manticores Lair&#039;&#039; Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don&#039;t have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds valuable resources like 10 Mercury on top to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base, and so their 1st Unupgraded Dwellings cost valuable/rarer resources like Gems, Sulfur, Mercury, Crystals. &lt;br /&gt;
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Cyclops Dwelling Costs only Ore+Gold at base, and they&#039;re Shooters, with &#039;&#039;Siege Walls&#039;&#039;, similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost &#039;&#039;Less&#039;&#039; [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are &#039;&#039;much&#039;&#039; better 6th Tier Units than Manticore statwise. Base Cavalier even has the Jousting ability already. And there exist Base Dwellings that Cost even less than 4000g, like &#039;&#039;Altar of Thought&#039;&#039; 3000g, &#039;&#039;Cyclops Cave&#039;&#039; 3500g, both giving better Units.&lt;br /&gt;
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An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity, costing 900g/unit - stronger than 1050g Scorpicore. An Upg. Efreety Sultan costing 1100g (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and Fire Shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g.&lt;br /&gt;
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&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore &#039;&#039;Cost Increase&#039;&#039; to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs).&lt;br /&gt;
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And no, I don&#039;t favor Dungeon/Scorpicore as my Town/Creature of Choice, even if it sounds like that XD &#039;&#039;(The Statistics speak for themselves!)&#039;&#039;&lt;br /&gt;
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- Eldrin&lt;br /&gt;
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* Fair enough, I just checked the numbers and yeah Scorpicores are trash. They&#039;ll get a small number buff. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;And&#039;&#039; the Manticore Lair (Base) -5 Sulfur, -1000g? To 4000g, 5 Mercury, 5 Wood, 5 Ore? &#039;&#039;*Nudge, Nudge*&#039;&#039; :D&lt;br /&gt;
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The Cost of Base Lair actually started bothering me more and more the deeper I went into comparing Manticores against other, &#039;&#039;proper&#039;&#039; Tier 6 Units and &#039;&#039;their&#039;&#039; usual Dwelling Costs.&lt;br /&gt;
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The (Upg.) Manticore Lair Costs can freely remain as they are.&lt;br /&gt;
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Manticores/Scorpicores really are rather Trashtier 6th lvls. You can always reverse the Cost/Stat Changes later, if it altogether becomes a too strong Buff to Dungeon. Although I honestly doubt that it will end up feeling that way. &lt;br /&gt;
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- Eldrin.&lt;br /&gt;
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* Hey Eldrin, check out 1.3.1! A lot of the stuff you&#039;ve asked for is here! - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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Zgaduję, że skoro planujesz zrobić własne polskie tłumaczenie, to pewnie komunikacja po polsku będzie łatwiejsza? (Skoryguj mnie jeśli angielski jest dla ciebie wygodniejszy!)&lt;br /&gt;
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Ogólnie, wszystkie zmiany są raczej krokiem w dobrym kierunku, chociaż może w niektórych przypadkach nie są one aż tak dotkliwe jak bym tego pragnął :D&lt;br /&gt;
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Tylko, że coś występuje kilka problemów w mojej wersji H3. Po skopiowaniu 1.3.1 wyskakuje mi błąd (ResourceManager::GetBitmap816 could not find &amp;quot;bitmap8&amp;quot; resource &amp;quot;HPS219Sh.PCX) i zniknął polepszony wgląd Bohaterów (szczegółowe info miast tylko wyświetlania Specjalności Bohaterów) - niestety nie mam uprawnień by dzielić się tutaj linkami do screenshotów ;/ . Błąd naprawiłem, gdy po porównaniu 1.3.1 z archiwum poprzedniej wersji zauważyłem, że pliki &#039;&#039;Hota.lod&#039;&#039; i &#039;&#039;Hota_lng.lod&#039;&#039;, mają iść do folderu &#039;&#039;Data&#039;&#039; (wtedy też zmiany zaczęły funkcjonować gdy odpaliłem jakąś mapę), ale wgląd Bohaterów nadal jest &#039;uproszczony&#039;, więc zgaduję, że coś jest jeszcze nie tak? Po pierszym skopiowaniu plików nie działało, zrobiłem świeżą instalkę, update HD moda i dopiero po tym zauważyłem to z plikami do &#039;&#039;Data&#039;&#039; - dzisiaj 21.10 HD mod też dostał jakąś łatkę, to może to coś sknociło? Bo jak skopiowałem Pumpkin 1.3.0 to też szczegółowego wglądu brakowało. Chyba, że jeszcze czegoś brakuje w folderze Data 1.3.1? (Mam Angielską wersję GOG)&lt;br /&gt;
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// Update: Yup, coś jest zdecydowanie nie tak, bo po restarcie gry, zmiany Pumpkin Patcha przestały funkcjonować.&lt;br /&gt;
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- Eldrin&lt;br /&gt;
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Dla mnie polski, angielski, hiszpański - obojętnie. Spróbuj proszę pobrac ponownie 131 i przenieść Hota_lng.lod i Hota_lod do folderu Data. Czy teraz wszystko działa? Dzisiaj testowałem i było ok... Jak chodzi o szczegółowe info - co konkretnie nie działa? W jaki sposób? - Csaros&lt;br /&gt;
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Gdy przytrzymywało się prawy przycisk myszki na obrazku Bohatera, podczas obierania Zamków, przed odpaleniem mapy, przy generowaniu Random Map, dawało to zwykle szczegółowy wgląd: jaki ten Bohater ma armię, staty, zdolności, itp. Teraz po patchu 1.3.1, prawy przycisk na bohaterze tylko wyświetla mi informacje jaką bohater ma specjalność. Jeśli dobrze kojarzę, to tę opcję z większymi szczegółami wprowadził pierwotnie HD mod. Gdy zrobiłem czystą instalację dla 1.3.1, i nacisnąłem &#039;Update&#039; na Launcherze HD moda, to zupdatował się do jakieś, niby dzisiejszej (21.10.2024) wersji 5.5 R9 ze zmianami:&lt;br /&gt;
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[ ] Library patcher_x86.dll updated to version 4.18 (bug fixed)&lt;br /&gt;
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[-] HotA 1.7.1: fixed bug with bank in factory.&lt;br /&gt;
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[ ] HotA: Some changes, fixes, optimizations in the online lobby.&lt;br /&gt;
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[ ] Some changes, fixes, optimizations.&lt;br /&gt;
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[!] SoD: HoMM3 HD libraries are now built with new development tools. Incompatibility with plugins that modify these libraries is possible. If you find an incompatibility with such a plugin, contact its author.&lt;br /&gt;
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[!] WoG/ERA HoMM3 HD libraries are now built with new development tools. Incompatibility with mods/plugins that modify these libraries is possible.&lt;br /&gt;
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Dlatego też myślałem, że może HD mod jakoś zdołał wyjść nowy czasowo tuż po twoim updacie do 1.3.1 i wyszły jakieś nieścisłości.&lt;br /&gt;
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Oprócz tego, gdy parę razy wyłączyłem i ponownie odpaliłem H3 od nowa, po czym wystartowałem nową grę na nowej mapie, ustawienia jak zmiany do &#039;&#039;Lizard Warriorów&#039;&#039;, czy &#039;&#039;Manticore Lair&#039;&#039; przestały funkcjonować, zwyczajnie staty/koszty przywróciły się do standard Hota - pomimo, że te zedytowane przez ciebie pliki były nadal na swoich odpowiednich miejscach w folderze H3. &lt;br /&gt;
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&#039;&#039;&#039;Ale ogólnie, zrobiłem teraz jeszcze raz &#039;&#039;kolejną&#039;&#039; świeżą instalację i szczegółowe statystki pod prawym przyciskiem myszki wróciły, i Pumpkin Patch nadal działa jak powinien po restarcie H3, więc może ta poprzednia instalacja się u mnie coś zchraniła. Albo też to, że poprzednio raz odpaliłem grę, zanim dodałem te brakujące pliki do folderu &#039;&#039;Data&#039;&#039;, i to mogło już coś uszkodzić, zanim je później dodałem. Jakby coś znowu zaczęło się psuć, to dam znać.&#039;&#039;&#039; &lt;br /&gt;
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- Eldrin&lt;br /&gt;
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== Krytyka i Sugestie Dalszych Zmian (Post 1.3.1) ==&lt;br /&gt;
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&#039;&#039;&#039;Imps and Familiars&#039;&#039;&#039; - Nawet fajna zmiana. Dodałbym jeszcze info &#039;&#039;Flies&#039;&#039; w opisie jednostek.&lt;br /&gt;
* Jest chyba od 1.3.2. Teraz w 1.3.4 chyba wszystkie błędy naprawione z brakującym tekstem, etc. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - Spoko, jest to napewno coś innego niż pozostali 2-poziomowi Strzelcy, i działa całkiem w porządku za te koszta jednostki. Może zamieniłbyś też Atk.&amp;lt;-&amp;gt;Def. &#039;&#039;&#039;Podstawowych &#039;&#039;Lizardman&#039;ów&#039;&#039;&#039;&#039;&#039;, żeby miały trochę większy Atak miast Obrony? (Lizard Warrior dostaje jakąś zbroje skórzaną po ulepszeniu - to może być ten odpowiednik 1 Def. różnicy :D)&lt;br /&gt;
* Fair enough. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Nice!&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Manticore Lair&#039;&#039;&#039; - całościowo powiedziałbym, że nadal kosztuje zbyt dużo w porównaniu z tym jakie jednostki daje - większość 6-poziomowych jednostek jest nadal mocniejsza niż zwykła Mantykora [np. Cyclop, Gunslinger, Unicorn]. Zmniejszenie Bazowej Budowli o 1000g jest spoko, ale &#039;&#039;&#039;Podstawowy Manticore Lair&#039;&#039;&#039; nadal nie ma powodu by kosztować dodatkowe 5 Siarki i 5 Rtęci - jak już pisałem powyżej po angielsku, wszystkie 6-poziomowe budowle w innych zamkach, co wykorzystują &#039;&#039;rzadsze surowce niż Kamień/Drewno&#039;&#039;, produkują jednostki mające jakąś dodatkową zdolność pasywną bądź aktywną (przykładowo &#039;&#039;&#039;Unicorn Glade&#039;&#039;&#039;, 5 Drewna, 5 Kameni, 10 Klejnotów, 4000g (Bardzo zbliżone koszta Budowli do Manticore Lair, zamieniając Klejnoty na Rtęć i Siarkę) - Jednostki mające &#039;&#039;Blind + Magic Res.&#039;&#039; [Ulepszona Budowla tylko &#039;&#039;5 Klejnotów!&#039;&#039;, 3000g]; &#039;&#039;&#039;Wyvern Nest&#039;&#039;&#039;, 15 Drewna, 3500g - Najtańsza budowla 6-poziomowa, ale Wyverny nie mają żadnych dodatkowych zdolności i należą do słabszych 6-tek. Nieulepszone Wyverny można za to też &#039;uratować&#039; z Dragon Fly Hives co polepsza ich sytuację. Koszt &#039;specjalnych&#039; surowców dopiero jest dodawany, na &#039;&#039;&#039;Ulepszone Wyvern Nest&#039;&#039;&#039; - &#039;&#039;10 Rtęci&#039;&#039;, 10 Drewna, 3000g - gdy zyskują &#039;&#039;Poisonous&#039;&#039;). &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Sugestia:&#039;&#039;&#039;&#039;&#039; Wyrzucenie &#039;&#039;5 Siarki&#039;&#039; [lub redukcja na &#039;&#039;3 Siarki + 3 Rtęci&#039;&#039; - choć z tym pragnąłbym jakiś mały buff jak 10-15% Venom już u samych Mantykor] z kosztów Podstawowej Budowli &#039;&#039;&amp;lt;- moja preferowana opcja&#039;&#039;, TUDZIEŻ dodanie Mantykorom 25% &#039;&#039;Paralyzing Venom&#039;&#039;. Pragnę też zaznaczyć, że po twoim przeniesieniu 1000g z &#039;&#039;&#039;&#039;&#039;Podstawowej&#039;&#039;&#039;&#039;&#039; na &#039;&#039;&#039;&#039;&#039;Ulepszoną&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;Manticore Lair&#039;&#039;&#039;, jest to teraz jedyna &#039;&#039;&#039;Ulepszona&#039;&#039;&#039; Budowla 6-poziomowa spośród wszystkich zamków, która kosztuje 4000g, wszystkie inne posiadają koszty złota wynoszące 3000g, nawet &#039;&#039;&#039;Ulepszona Hall of Darkness&#039;&#039;&#039;, produkująca najpotężniejsze 6-poziomowe jednostki. Prosiłbym więc o upuszczenie tych 1000g różnicy (Utrzymywanie równie wysokich kosztów budowli jakie były pierwotnie przed zmianami jest w przypadku Manticore Lair kompletnie niepotrzebne - nadal nie mają tak silnych istot, by gwarantować te koszta, pomimo [fajnego] polepszenie Scorpicor!). I po zmianach kosztów &#039;&#039;Mana Vortex&#039;&#039; oraz &#039;&#039;Portal of Summoning&#039;&#039;, Dungeon jest najdroższym miastem po Factory i Conflux pod względem Złota za Budowle. Te trochę zmian do &#039;&#039;Manticore Lair&#039;&#039; balansu gry nie zniszczy - &#039;&#039;a wręcz go poprawi!&#039;&#039; (Swoją drogę, pragnę zaznaczyć, że wcześniej &#039;&#039;mylnie&#039;&#039; myślałem o możliwości przeskoczenia Mantykor, by szybciej budować Smoki, ale &#039;&#039;Manticore Lair&#039;&#039; jest potrzebny by móc budować &#039;&#039;Dragon Cave&#039;&#039;, więc nawet przeskoczyć ich się nie da...)&lt;br /&gt;
* Chciałbym by Rtęć i Siarka pozostały wymaganiami, żeby budowanie Smoków było równie trudne. Ale masz rację - są strasznie drogie. Jestem gotowy zmienić koszt budynku podstawy na &#039;&#039;&#039;3&#039;&#039;&#039; rtęci, &#039;&#039;&#039;3&#039;&#039;&#039; siarki, 5 drewna, 5 kamieni, &#039;&#039;&#039;3&#039;&#039;&#039;000 złota, koszt ulepszenia cofnąć do oryginalnego. Dodawanie Venomu podstawie na innej szansie wymagałoby w zasadzie stworzenie nowej zdolności dla nich; dodawanie go w pełni na podstawie usunęłoby w ogóle potrzebę ulepszania do Skorpikor. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Ok, Super. To już powinno być git nawet bez Venom na Mantykorach. --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]])&lt;br /&gt;
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&#039;&#039;&#039;Magic Mirror&#039;&#039;&#039; - Nadal jest raczej słabe, jak na 5-pz Czar. Zmieniłbym na &#039;&#039;All Schools&#039;&#039; (- naprawdę sądzę, że to by bardzo do tego Spella pasowało) i dał &#039;&#039;Additionally, it removes negative spell effects (e.g. curse) but not positive spell effects (e.g. bless)&#039;&#039; - tak jak posiada Anti-Magic (o ile da się to wkodować do innego Spella). Wtedy Czar byłby git. Mógłbyś też ewentualnie miast tego obniżyć poziom na 3/4th lvl, ale powiedziałbym, że większość czarów przynajmniej 4-poziomu jest od Mirror w stanie obecnym nadal o wiele lepsza. Mirror tylko byłby przesadnie zbuffowany, jeślibyś nagle zmienił go na All-Castem - to by było OP.&lt;br /&gt;
* Nie wiem jak dodać clearowanie jakiś konkretnych efektów spellem, który normalne niczego nie clearuje. Ten spell był błędem gdy powstał. Teraz daje tak wysokie szanse na odbicie, że żaden rozsądny gracz nie rzuci łańcucha piorunów ani innych spelli na kogoś obdarzonego tym czarem. Jakby go dać do all schools, to jeszcze bardziej osłabi Air magic a już słyszałem narzekanie, że Fire jest lepszy od Air teraz. Przesunięcie do 4-poziomu: nie jestem fanem; po pierwsze, wtedy trzeba by przenieść coś z 4 do 5 (by się liczba spelli zgadzała) a po drugie, wtedy Złote Smoki byłyby jeszcze gorsze (Magic Mirror to taki AntiMagic dla złotych smoków). Jedyny sposób w jaki mógłbym polepszyć ten spell to a) zmienić koszt b) zmienić szanse c) zrobić all-cast z mniejszą szansą (ale to byłoby kind of cancer jak chodzi o usuwanie wszystkich hirków z spellami z obrażeniami). - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Osobiście uważam, że Air jest nadal spoko - Dimension Door był spellem, który kompletnie trywializował poruszanie się po mapie, zmiana jego na Fire całkiem dobrze mi odpowiadała i pasowała tematycznie (portal &#039;wypalając&#039; wyrwę w czasoprzestrzeni + oczywiście Gate u Inferno) no i Air ma jeszcze czar &#039;podróżny&#039; w postaci Fly. Chain Lightning poniekąd da się wycelować, zajęłoby raczej 3-4 casty Mirror by kompletnie zniesmaczyć Chain Lightning i AOE Debuffy (i nadal miałby 30% szansę na nieodbice w stanie obecnym). Counterstrike, Fortune, Air Shield, Precision są wszystkie spoko. Fly niwelujący dodatkowe koszta terenu czasem bardziej się opłaca niż DD. Ale jak tak jeszcze raz rzuciłem okiem na Elementarne Szkoły potrafię zrozumieć dlaczego inni graczę mogliby argumentować, że za bardzo nerfisz Air, gdybyś dał Mirror na All Schools. &#039;&#039;&#039;To co powiesz na to:&#039;&#039;&#039; 50/75/100% albo 60/80/100% na Mirror i zmniejszenie kosztów do tych samych co Anti-Magic. Wiem, że 100% może brzmieć na pierwszy rzut oka przesadnie, ale bez możliwości wkodowania &#039;oczyszczenia&#039; jednostek gdy się na nich rzuca Mirror, dużo zależy od tego czy masz pierwszy ruch w walce, by uchronić daną jednostkę przed Debuffem, dopiero później przed 1-osobowym zmiażdżeniem jak Implozja, bo nie zawsze ktoś Implozję ma. Anti-Magic wydaje się nadal silniejsze/bardziej opłacalne. Ochrona złotych smoków przeciw Implozji jest silna, ale to jest za bardzo sytuacyjne, i wydaje się raczej jak patchowanie niedociągłości jednej jednostki niż jak 5-pz spell jak Mirror powinien w rzeczywistości fungować.&lt;br /&gt;
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&#039;&#039;&#039;Mysticism&#039;&#039;&#039; - Początkowa regeneracja nadal mierna, i późniejsza mogłabybyć trochę wyższa - &#039;&#039;dałbym 5/13/25&#039;&#039; albo &#039;&#039;8/16/25&#039;&#039;. Na większych mapach (L+) wydaje się wciąż, że lepiej jest ignorować ten Skill i Bohaterów mających Mysticism od początku. (Gdy gram, balansując 3/2 - Power/Wisdom, mana prawie mi się nie kończy. Zawsze znajdzie się Miasto z Gildią, albo Magic Well w pobliżu - wystarczy tylko trochę patrzeć, gdzie się rusza Bohaterów. To po co miałbym w ogóle brać Mysticism? Wolałbym nawet mieć ten nowy Learning albo Eagle Eye XD)&lt;br /&gt;
* Miło mi słyszeć, że podoba ci się nowy Learning! Jak chodzi o Mistycyzm, moim zdaniem jest już całkiem dobry jak grasz na Impossible i chcesz wysoki Score zdobyć (by się nie wracać do zamku ciągle). Na stronie [[Mistycism]] wstawiłem porównanie z inteligencją - więc mój nowy ekspercki mistycyzm działa idealnie jesli używasz 60 many dziennie (DD, TP i &amp;quot;coś extra&amp;quot;). Poza tym, nie podoba mi się 5/13/25. Prędzej bym dał 6/11/21 (i przedstawić to jako 1+5/10/25) no może 10/20/30 (choć to chyba trochę za dużo). Co sądzisz? - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
Edit: szczerze mówiąc 6/11/21 bardzo mi sie podoba i chyba tak dam. &lt;br /&gt;
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&#039;&#039;// Ja bym szczerze gorąco polecał Ci wypróbować przynajmniej na kilku grach u siebie &#039;&#039;&#039;10/20/30&#039;&#039;&#039; na jakiś Większych Random Mapach L/XL/H + Podziemia, jeśli jesteś bardziej do tego skory niż 5/13/25 - 8/16/25 i inne kombinację (może &#039;&#039;&#039;5/15/25&#039;&#039;&#039; XD?). Też się zgodzę, że pod względem estetyki 10/20/30 wygląda najładniej jako liczba. Teraz na 5/10/20, Basic/Advanced jest dosyć słabe, i Expert też nie jest aż tak mocny, chyba, że ma się szybko Artefakt(y) - &#039;Mystic Orb&#039; dający dodatkowe 7 Many/dzień albo te dwa mniejsze odpowiedniki, tudzież jest to postać z Specjalnością Mistycyzm mająca już dobrą garść lvli - i nadal to, w tych specyficznych kombinacjach gdy gram, nie wydaje się &#039;aż tak silne&#039;, tylko raczej takie &#039;jakość-tak-może-ok&#039;. Jak za pierwszym razem pisałem o Mistycyzmie, wspominałem o procentowym regenerowaniu jako opcja u WOGa (10/20/30 &amp;gt;%&amp;lt;) - tą opcję testowałem wielokrotnie, wydawała się dobra [i nawet wcale nie aż tak mocna, jak się nie miało włączone 10 miast 8 Secondary Skill, niżby się na pierwszy rzut oka wydawało], ale nie przesadna - więc nie sądzę żeby nawet 10/20/30, mając tylko 8 Skill-slotów do dyspozycji, zniszczyło balans, ale sprawiłoby by Bohaterowie-Czarodzieje biliby bardziej skłonni do brania Mana-Regena nawet jeśliby nie mieli Specjalności. 30% to 90% Max Many &#039;dopiero&#039; po 3 dniach, na 15 Wisdom to 135 Many, a na mapach L+ z Podziemiami, ma się często o &#039;wiele&#039; więcej, i Procentowy Regen balansu gry nie zniszczył. Intelligence nadal wydawał się dużo mocniejszy pomimo &#039;%&#039; Regena, bo grając agresywnie i podbijając Zamki / rozplanowując ruch bohatera po już kontrolowanych terytoriach do Magicznych Studni i Zamków (+ też rzadszy Magic Spring, o którym wspomniałeś w adnotacji na stronce o Mistycyzmie), nadal o wiele prościej dało się regenerować o wiele większy zasób Many i to w pełni(!), w ciągu tylko jednego dnia(!) niż czekać na działanie &#039;procentowego&#039; Mistycyzmu do Maxa (I nawet po nerfie HOTA do 50%, Intelligence w mojej opinii jest silniejsze). 10/20/30 &#039;Punktowego&#039; Regenerowania naprawdę nie powinno się okazać nazbyt silne, da co najwyżej parę spelli w pierwszych walkach z neutralnymi NPC blokującymi drogę na mapie. Może to zwyczajnie kwestia różnych Stylów-gry - tak jak pisałeś o średniej Manie zużywanej na dzień - i ostatecznie wezmę to co dasz na Mistycyzm (HOTA z Pumpkinem jest już bardzo w porządku, i nowe Factory bardziej mi się spodobało niż w pierwszej chwili sądziłem), ale jest powód dla którego apelowałem/-uję o przynajmniej podbicie jeszcze troszkę Advanced (12-15) i Expert (przynajmniej do 25), Basic niech sobie będzie tym przysłowiowym &#039;Basic&#039;iem&#039;. Jeśli nie &#039;&#039;&#039;10/20/30&#039;&#039;&#039; to &#039;&#039;&#039;5/15/25&#039;&#039;&#039; brzmi chyba też całkiem nieźle ^^ ? --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]])&lt;br /&gt;
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Dalsze pomysły:&lt;br /&gt;
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&#039;&#039;&#039;+Scholar&#039;&#039;&#039; - Przy testowaniu 1.3.1 zauważyłem, że &#039;&#039;&#039;Scholar&#039;&#039;&#039; uczy tylko 1-2/3/4-lvl max czarów. Czy zmiana na 1-3/4/5 byłaby zbyt potężna? Komponowałby się lepiej z nowym &#039;&#039;&#039;Eagle Eye&#039;&#039;&#039;.&lt;br /&gt;
* No zmiana na 3/4/5 trochę by zrujnowała cały koncept postaci Gwenneth. Byłaby dość potężna (obecnie główne ograniczenie hirków ze scholarem to wymaganie level-upu by dzielić silniejsze czary) no i tbh ja zawsze chcę mieć co najmniej jednego hirka ze scholarem tak czy siak. No i wyobraź sobie takiego Alamara, który na 2 poz. (czyli 1. tura z Battle Scholar Academy) może już uczyć wszystkich nowych hirków Wskrzeszenia... Myślę że Scholar jest okej. &lt;br /&gt;
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&#039;&#039;// Z tym się zgodzę, za szybkie dzielenie się 4th lvl Spellami, z którymi startują niektórzy Bohaterowie, na samym &#039;Advanced Scholar&#039;, mogłoby być za silne w Early-gamie. Scholar wydawał mi się już w stanie obecnym całkiem dobry, bo samo przenoszennie 4-pz Czarów jest całkiem spoko, ale wolałem podrzucić zapytanie. - korzystam raczej sporadycznie ze Scholara, jak się natrafi, na swoich Utility-Heroesach i póżniej rozsyłam by przenosiły Spelle dalej od Zamków/Głównego Bohatera, ale też nie zawsze. Tak jak teraz piszę, to ciekawe byłoby, gdyby istniał jakiś (Major?) Artefact, który by Scholar zwiększał o 1-lvl Spelli.&#039;&#039; --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) &lt;br /&gt;
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&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Ponownie proszę o przeniesie 5 Kamieni i 5 Drewna (:D) z kosztów Bazowych do Ulepszonych, by wyglądały: &#039;&#039;&#039;Podstawowe Dragon Cave&#039;&#039;&#039; (Czerwone Smoki) &#039;&#039;10 Drewna, 10 Kamienia&#039;&#039;, 20 Siarki, 15000g; &#039;&#039;&#039;Ulepszone Dragon Cave&#039;&#039;&#039; (Czarne Smoki) &#039;&#039;20 Drewna, 20 Kamienia&#039;&#039;, 20 Siarki, 15000g (&#039;&#039;Total costs for both dwellings remain the same.&#039;&#039;). Posiadanie takich samych kosztów Bazowych i Ulepszonych Budowli, jest dosyć &#039;nudne&#039;, a wiele innych zamków ma inaczej - szczególnie Rampart, które ma niemalże lustrzane odbicia Smoków Dungeon&#039;a (Tematycznie Dobre vs. Złe Smoki?). U Rampart &#039;&#039;&#039;Bazowe Dragon Cliffs&#039;&#039;&#039; kosztuje 30 Kamienia, 20 Kryształów, &#039;&#039;10000g&#039;&#039;, a &#039;&#039;&#039;Ulepszone Dragon Cliffs&#039;&#039;&#039; 30 Kamienia, 20 Kryształów, &#039;&#039;20000g&#039;&#039;. Kamienia i Drewna raczej na mapach nie brakuje, więc na Całościowy Balans nie powinno to raczej wpłynąć (może gracz Dungeon będzie miał 250g więcej na Budowlę Czerwonych Smoków po sprzedaniu tych 5 Kamienia/Drewna na targowisku, XD)&lt;br /&gt;
* No w zasadzie... Dobra. &lt;br /&gt;
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&#039;&#039;// Nice! &#039;&#039;--[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) &lt;br /&gt;
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Jeszcze raz dzięki za twoją pracę nad patchowaniem H3. Nawet jeśli postuluję o dalsze działania, twoje już zaimplementowane zmiany o wiele polepszyły moją grę w Heroes&#039;y (wreszcie gram w HOTA i nie muszę się już męczyć z WOG/Era, jeśli nie chcę zbyt odbiegających, dalszych customizacji). Mam nadzieję, że moje sugestie polepszeń nie wydają się zbyt &#039;upierdliwe&#039; XD. Dzielę się nimi z własnej miłości dla Heroes III (i mając trochę bzika na punkcie statystyk i analizowania/balansowania różnych gier...).&lt;br /&gt;
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- Eldrin&lt;br /&gt;
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* No oczywiście, że mi nie przeszkadzają! Bardzo mi miło, że ktoś chce ze mną omawiać balans gier. Masz może jakiś inny komunikator poza tym czatem? Discord, acidcave.net, etc.?&lt;br /&gt;
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&#039;&#039;// Discorda w zasadzie mam, tylko raczej bardzo rzadko z niego korzystam. &#039;&#039;&#039;Założyłem konto na acidcave.net, i podesłałem wiadomość :)&#039;&#039;&#039; . Tutaj jeszcze odpisałem powyżej na dyskusję, ale jakby co to możemy już na Kwasowej pisać.&#039;&#039; --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]])&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=143063</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=143063"/>
		<updated>2024-10-27T05:57:14Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Krytyka i Sugestie Dalszych Zmian (Post 1.3.1) */&lt;/p&gt;
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&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
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== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
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I love the changes made to HOTA!&lt;br /&gt;
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Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
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Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
** You&#039;ll see a different Lizard Warrior buff in 1.3.1. Don&#039;t wanna give away too much before the big day. &lt;br /&gt;
** Scorpicores were buffed - now paralyse hits 25% of the time. &lt;br /&gt;
** Glyphs of Fear and Blood Obelisk are rather weak. &lt;br /&gt;
** Dragon Cave - There is a cost reduction for unupgraded dragon dwelling (by reducing cost of Manticore lair as a proxy). But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glyph/Obelisk&#039;&#039;&#039; - Sure, OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manticores/Scorpicores&#039;&#039;&#039; - Consider that they are still relatively weak, potentially the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn&#039;t equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. &lt;br /&gt;
&lt;br /&gt;
Maybe if you don&#039;t want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - &#039;&#039;Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower&#039;&#039;, all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn&#039;t be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is &#039;&#039;really&#039;&#039; similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and &#039;&#039;Wyvern Nest&#039;&#039; Costs 3500g + 15 Wood, while &#039;&#039;Manticores Lair&#039;&#039; Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don&#039;t have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds valuable resources like 10 Mercury on top to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base, and so their 1st Unupgraded Dwellings cost valuable/rarer resources like Gems, Sulfur, Mercury, Crystals. &lt;br /&gt;
&lt;br /&gt;
Cyclops Dwelling Costs only Ore+Gold at base, and they&#039;re Shooters, with &#039;&#039;Siege Walls&#039;&#039;, similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost &#039;&#039;Less&#039;&#039; [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are &#039;&#039;much&#039;&#039; better 6th Tier Units than Manticore statwise. Base Cavalier even has the Jousting ability already. And there exist Base Dwellings that Cost even less than 4000g, like &#039;&#039;Altar of Thought&#039;&#039; 3000g, &#039;&#039;Cyclops Cave&#039;&#039; 3500g, both giving better Units.&lt;br /&gt;
&lt;br /&gt;
An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity, costing 900g/unit - stronger than 1050g Scorpicore. An Upg. Efreety Sultan costing 1100g (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and Fire Shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore &#039;&#039;Cost Increase&#039;&#039; to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs).&lt;br /&gt;
&lt;br /&gt;
And no, I don&#039;t favor Dungeon/Scorpicore as my Town/Creature of Choice, even if it sounds like that XD &#039;&#039;(The Statistics speak for themselves!)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* Fair enough, I just checked the numbers and yeah Scorpicores are trash. They&#039;ll get a small number buff. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And&#039;&#039; the Manticore Lair (Base) -5 Sulfur, -1000g? To 4000g, 5 Mercury, 5 Wood, 5 Ore? &#039;&#039;*Nudge, Nudge*&#039;&#039; :D&lt;br /&gt;
&lt;br /&gt;
The Cost of Base Lair actually started bothering me more and more the deeper I went into comparing Manticores against other, &#039;&#039;proper&#039;&#039; Tier 6 Units and &#039;&#039;their&#039;&#039; usual Dwelling Costs.&lt;br /&gt;
&lt;br /&gt;
The (Upg.) Manticore Lair Costs can freely remain as they are.&lt;br /&gt;
&lt;br /&gt;
Manticores/Scorpicores really are rather Trashtier 6th lvls. You can always reverse the Cost/Stat Changes later, if it altogether becomes a too strong Buff to Dungeon. Although I honestly doubt that it will end up feeling that way. &lt;br /&gt;
&lt;br /&gt;
- Eldrin.&lt;br /&gt;
&lt;br /&gt;
* Hey Eldrin, check out 1.3.1! A lot of the stuff you&#039;ve asked for is here! - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
Zgaduję, że skoro planujesz zrobić własne polskie tłumaczenie, to pewnie komunikacja po polsku będzie łatwiejsza? (Skoryguj mnie jeśli angielski jest dla ciebie wygodniejszy!)&lt;br /&gt;
&lt;br /&gt;
Ogólnie, wszystkie zmiany są raczej krokiem w dobrym kierunku, chociaż może w niektórych przypadkach nie są one aż tak dotkliwe jak bym tego pragnął :D&lt;br /&gt;
&lt;br /&gt;
Tylko, że coś występuje kilka problemów w mojej wersji H3. Po skopiowaniu 1.3.1 wyskakuje mi błąd (ResourceManager::GetBitmap816 could not find &amp;quot;bitmap8&amp;quot; resource &amp;quot;HPS219Sh.PCX) i zniknął polepszony wgląd Bohaterów (szczegółowe info miast tylko wyświetlania Specjalności Bohaterów) - niestety nie mam uprawnień by dzielić się tutaj linkami do screenshotów ;/ . Błąd naprawiłem, gdy po porównaniu 1.3.1 z archiwum poprzedniej wersji zauważyłem, że pliki &#039;&#039;Hota.lod&#039;&#039; i &#039;&#039;Hota_lng.lod&#039;&#039;, mają iść do folderu &#039;&#039;Data&#039;&#039; (wtedy też zmiany zaczęły funkcjonować gdy odpaliłem jakąś mapę), ale wgląd Bohaterów nadal jest &#039;uproszczony&#039;, więc zgaduję, że coś jest jeszcze nie tak? Po pierszym skopiowaniu plików nie działało, zrobiłem świeżą instalkę, update HD moda i dopiero po tym zauważyłem to z plikami do &#039;&#039;Data&#039;&#039; - dzisiaj 21.10 HD mod też dostał jakąś łatkę, to może to coś sknociło? Bo jak skopiowałem Pumpkin 1.3.0 to też szczegółowego wglądu brakowało. Chyba, że jeszcze czegoś brakuje w folderze Data 1.3.1? (Mam Angielską wersję GOG)&lt;br /&gt;
&lt;br /&gt;
// Update: Yup, coś jest zdecydowanie nie tak, bo po restarcie gry, zmiany Pumpkin Patcha przestały funkcjonować.&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
Dla mnie polski, angielski, hiszpański - obojętnie. Spróbuj proszę pobrac ponownie 131 i przenieść Hota_lng.lod i Hota_lod do folderu Data. Czy teraz wszystko działa? Dzisiaj testowałem i było ok... Jak chodzi o szczegółowe info - co konkretnie nie działa? W jaki sposób? - Csaros&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gdy przytrzymywało się prawy przycisk myszki na obrazku Bohatera, podczas obierania Zamków, przed odpaleniem mapy, przy generowaniu Random Map, dawało to zwykle szczegółowy wgląd: jaki ten Bohater ma armię, staty, zdolności, itp. Teraz po patchu 1.3.1, prawy przycisk na bohaterze tylko wyświetla mi informacje jaką bohater ma specjalność. Jeśli dobrze kojarzę, to tę opcję z większymi szczegółami wprowadził pierwotnie HD mod. Gdy zrobiłem czystą instalację dla 1.3.1, i nacisnąłem &#039;Update&#039; na Launcherze HD moda, to zupdatował się do jakieś, niby dzisiejszej (21.10.2024) wersji 5.5 R9 ze zmianami:&lt;br /&gt;
&lt;br /&gt;
[ ] Library patcher_x86.dll updated to version 4.18 (bug fixed)&lt;br /&gt;
&lt;br /&gt;
[-] HotA 1.7.1: fixed bug with bank in factory.&lt;br /&gt;
&lt;br /&gt;
[ ] HotA: Some changes, fixes, optimizations in the online lobby.&lt;br /&gt;
&lt;br /&gt;
[ ] Some changes, fixes, optimizations.&lt;br /&gt;
&lt;br /&gt;
[!] SoD: HoMM3 HD libraries are now built with new development tools. Incompatibility with plugins that modify these libraries is possible. If you find an incompatibility with such a plugin, contact its author.&lt;br /&gt;
&lt;br /&gt;
[!] WoG/ERA HoMM3 HD libraries are now built with new development tools. Incompatibility with mods/plugins that modify these libraries is possible.&lt;br /&gt;
&lt;br /&gt;
Dlatego też myślałem, że może HD mod jakoś zdołał wyjść nowy czasowo tuż po twoim updacie do 1.3.1 i wyszły jakieś nieścisłości.&lt;br /&gt;
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Oprócz tego, gdy parę razy wyłączyłem i ponownie odpaliłem H3 od nowa, po czym wystartowałem nową grę na nowej mapie, ustawienia jak zmiany do &#039;&#039;Lizard Warriorów&#039;&#039;, czy &#039;&#039;Manticore Lair&#039;&#039; przestały funkcjonować, zwyczajnie staty/koszty przywróciły się do standard Hota - pomimo, że te zedytowane przez ciebie pliki były nadal na swoich odpowiednich miejscach w folderze H3. &lt;br /&gt;
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&#039;&#039;&#039;Ale ogólnie, zrobiłem teraz jeszcze raz &#039;&#039;kolejną&#039;&#039; świeżą instalację i szczegółowe statystki pod prawym przyciskiem myszki wróciły, i Pumpkin Patch nadal działa jak powinien po restarcie H3, więc może ta poprzednia instalacja się u mnie coś zchraniła. Albo też to, że poprzednio raz odpaliłem grę, zanim dodałem te brakujące pliki do folderu &#039;&#039;Data&#039;&#039;, i to mogło już coś uszkodzić, zanim je później dodałem. Jakby coś znowu zaczęło się psuć, to dam znać.&#039;&#039;&#039; &lt;br /&gt;
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- Eldrin&lt;br /&gt;
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== Krytyka i Sugestie Dalszych Zmian (Post 1.3.1) ==&lt;br /&gt;
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&#039;&#039;&#039;Imps and Familiars&#039;&#039;&#039; - Nawet fajna zmiana. Dodałbym jeszcze info &#039;&#039;Flies&#039;&#039; w opisie jednostek.&lt;br /&gt;
* Jest chyba od 1.3.2. Teraz w 1.3.4 chyba wszystkie błędy naprawione z brakującym tekstem, etc. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - Spoko, jest to napewno coś innego niż pozostali 2-poziomowi Strzelcy, i działa całkiem w porządku za te koszta jednostki. Może zamieniłbyś też Atk.&amp;lt;-&amp;gt;Def. &#039;&#039;&#039;Podstawowych &#039;&#039;Lizardman&#039;ów&#039;&#039;&#039;&#039;&#039;, żeby miały trochę większy Atak miast Obrony? (Lizard Warrior dostaje jakąś zbroje skórzaną po ulepszeniu - to może być ten odpowiednik 1 Def. różnicy :D)&lt;br /&gt;
* Fair enough. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Nice!&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Manticore Lair&#039;&#039;&#039; - całościowo powiedziałbym, że nadal kosztuje zbyt dużo w porównaniu z tym jakie jednostki daje - większość 6-poziomowych jednostek jest nadal mocniejsza niż zwykła Mantykora [np. Cyclop, Gunslinger, Unicorn]. Zmniejszenie Bazowej Budowli o 1000g jest spoko, ale &#039;&#039;&#039;Podstawowy Manticore Lair&#039;&#039;&#039; nadal nie ma powodu by kosztować dodatkowe 5 Siarki i 5 Rtęci - jak już pisałem powyżej po angielsku, wszystkie 6-poziomowe budowle w innych zamkach, co wykorzystują &#039;&#039;rzadsze surowce niż Kamień/Drewno&#039;&#039;, produkują jednostki mające jakąś dodatkową zdolność pasywną bądź aktywną (przykładowo &#039;&#039;&#039;Unicorn Glade&#039;&#039;&#039;, 5 Drewna, 5 Kameni, 10 Klejnotów, 4000g (Bardzo zbliżone koszta Budowli do Manticore Lair, zamieniając Klejnoty na Rtęć i Siarkę) - Jednostki mające &#039;&#039;Blind + Magic Res.&#039;&#039; [Ulepszona Budowla tylko &#039;&#039;5 Klejnotów!&#039;&#039;, 3000g]; &#039;&#039;&#039;Wyvern Nest&#039;&#039;&#039;, 15 Drewna, 3500g - Najtańsza budowla 6-poziomowa, ale Wyverny nie mają żadnych dodatkowych zdolności i należą do słabszych 6-tek. Nieulepszone Wyverny można za to też &#039;uratować&#039; z Dragon Fly Hives co polepsza ich sytuację. Koszt &#039;specjalnych&#039; surowców dopiero jest dodawany, na &#039;&#039;&#039;Ulepszone Wyvern Nest&#039;&#039;&#039; - &#039;&#039;10 Rtęci&#039;&#039;, 10 Drewna, 3000g - gdy zyskują &#039;&#039;Poisonous&#039;&#039;). &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Sugestia:&#039;&#039;&#039;&#039;&#039; Wyrzucenie &#039;&#039;5 Siarki&#039;&#039; [lub redukcja na &#039;&#039;3 Siarki + 3 Rtęci&#039;&#039; - choć z tym pragnąłbym jakiś mały buff jak 10-15% Venom już u samych Mantykor] z kosztów Podstawowej Budowli &#039;&#039;&amp;lt;- moja preferowana opcja&#039;&#039;, TUDZIEŻ dodanie Mantykorom 25% &#039;&#039;Paralyzing Venom&#039;&#039;. Pragnę też zaznaczyć, że po twoim przeniesieniu 1000g z &#039;&#039;&#039;&#039;&#039;Podstawowej&#039;&#039;&#039;&#039;&#039; na &#039;&#039;&#039;&#039;&#039;Ulepszoną&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;Manticore Lair&#039;&#039;&#039;, jest to teraz jedyna &#039;&#039;&#039;Ulepszona&#039;&#039;&#039; Budowla 6-poziomowa spośród wszystkich zamków, która kosztuje 4000g, wszystkie inne posiadają koszty złota wynoszące 3000g, nawet &#039;&#039;&#039;Ulepszona Hall of Darkness&#039;&#039;&#039;, produkująca najpotężniejsze 6-poziomowe jednostki. Prosiłbym więc o upuszczenie tych 1000g różnicy (Utrzymywanie równie wysokich kosztów budowli jakie były pierwotnie przed zmianami jest w przypadku Manticore Lair kompletnie niepotrzebne - nadal nie mają tak silnych istot, by gwarantować te koszta, pomimo [fajnego] polepszenie Scorpicor!). I po zmianach kosztów &#039;&#039;Mana Vortex&#039;&#039; oraz &#039;&#039;Portal of Summoning&#039;&#039;, Dungeon jest najdroższym miastem po Factory i Conflux pod względem Złota za Budowle. Te trochę zmian do &#039;&#039;Manticore Lair&#039;&#039; balansu gry nie zniszczy - &#039;&#039;a wręcz go poprawi!&#039;&#039; (Swoją drogę, pragnę zaznaczyć, że wcześniej &#039;&#039;mylnie&#039;&#039; myślałem o możliwości przeskoczenia Mantykor, by szybciej budować Smoki, ale &#039;&#039;Manticore Lair&#039;&#039; jest potrzebny by móc budować &#039;&#039;Dragon Cave&#039;&#039;, więc nawet przeskoczyć ich się nie da...)&lt;br /&gt;
* Chciałbym by Rtęć i Siarka pozostały wymaganiami, żeby budowanie Smoków było równie trudne. Ale masz rację - są strasznie drogie. Jestem gotowy zmienić koszt budynku podstawy na &#039;&#039;&#039;3&#039;&#039;&#039; rtęci, &#039;&#039;&#039;3&#039;&#039;&#039; siarki, 5 drewna, 5 kamieni, &#039;&#039;&#039;3&#039;&#039;&#039;000 złota, koszt ulepszenia cofnąć do oryginalnego. Dodawanie Venomu podstawie na innej szansie wymagałoby w zasadzie stworzenie nowej zdolności dla nich; dodawanie go w pełni na podstawie usunęłoby w ogóle potrzebę ulepszania do Skorpikor. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Ok, Super. --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]])&lt;br /&gt;
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&#039;&#039;&#039;Magic Mirror&#039;&#039;&#039; - Nadal jest raczej słabe, jak na 5-pz Czar. Zmieniłbym na &#039;&#039;All Schools&#039;&#039; (- naprawdę sądzę, że to by bardzo do tego Spella pasowało) i dał &#039;&#039;Additionally, it removes negative spell effects (e.g. curse) but not positive spell effects (e.g. bless)&#039;&#039; - tak jak posiada Anti-Magic (o ile da się to wkodować do innego Spella). Wtedy Czar byłby git. Mógłbyś też ewentualnie miast tego obniżyć poziom na 3/4th lvl, ale powiedziałbym, że większość czarów przynajmniej 4-poziomu jest od Mirror w stanie obecnym nadal o wiele lepsza. Mirror tylko byłby przesadnie zbuffowany, jeślibyś nagle zmienił go na All-Castem - to by było OP.&lt;br /&gt;
* Nie wiem jak dodać clearowanie jakiś konkretnych efektów spellem, który normalne niczego nie clearuje. Ten spell był błędem gdy powstał. Teraz daje tak wysokie szanse na odbicie, że żaden rozsądny gracz nie rzuci łańcucha piorunów ani innych spelli na kogoś obdarzonego tym czarem. Jakby go dać do all schools, to jeszcze bardziej osłabi Air magic a już słyszałem narzekanie, że Fire jest lepszy od Air teraz. Przesunięcie do 4-poziomu: nie jestem fanem; po pierwsze, wtedy trzeba by przenieść coś z 4 do 5 (by się liczba spelli zgadzała) a po drugie, wtedy Złote Smoki byłyby jeszcze gorsze (Magic Mirror to taki AntiMagic dla złotych smoków). Jedyny sposób w jaki mógłbym polepszyć ten spell to a) zmienić koszt b) zmienić szanse c) zrobić all-cast z mniejszą szansą (ale to byłoby kind of cancer jak chodzi o usuwanie wszystkich hirków z spellami z obrażeniami). - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Osobiście uważam, że Air jest nadal spoko - Dimension Door był spellem, który kompletnie trywializował poruszanie się po mapie, zmiana jego na Fire całkiem dobrze mi odpowiadała i pasowała tematycznie (portal &#039;wypalając&#039; wyrwę w czasoprzestrzeni + oczywiście Gate u Inferno) no i Air ma jeszcze czar &#039;podróżny&#039; w postaci Fly. Chain Lightning poniekąd da się wycelować, zajęłoby raczej 3-4 casty Mirror by kompletnie zniesmaczyć Chain Lightning i AOE Debuffy (i nadal miałby 30% szansę na nieodbice w stanie obecnym). Counterstrike, Fortune, Air Shield, Precision są wszystkie spoko. Fly niwelujący dodatkowe koszta terenu czasem bardziej się opłaca niż DD. Ale jak tak jeszcze raz rzuciłem okiem na Elementarne Szkoły potrafię zrozumieć dlaczego inni graczę mogliby argumentować, że za bardzo nerfisz Air, gdybyś dał Mirror na All Schools. &#039;&#039;&#039;To co powiesz na to:&#039;&#039;&#039; 50/75/100% albo 60/80/100% na Mirror i zmniejszenie kosztów do tych samych co Anti-Magic. Wiem, że 100% może brzmieć na pierwszy rzut oka przesadnie, ale bez możliwości wkodowania &#039;oczyszczenia&#039; jednostek gdy się na nich rzuca Mirror, dużo zależy od tego czy masz pierwszy ruch w walce, by uchronić daną jednostkę przed Debuffem, dopiero później przed 1-osobowym zmiażdżeniem jak Implozja, bo nie zawsze ktoś Implozję ma. Anti-Magic wydaje się nadal silniejsze/bardziej opłacalne. Ochrona złotych smoków przeciw Implozji jest silna, ale to jest za bardzo sytuacyjne, i wydaje się raczej jak patchowanie niedociągłości jednej jednostki niż jak 5-pz spell jak Mirror powinien w rzeczywistości fungować.&lt;br /&gt;
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&#039;&#039;&#039;Mysticism&#039;&#039;&#039; - Początkowa regeneracja nadal mierna, i późniejsza mogłabybyć trochę wyższa - &#039;&#039;dałbym 5/13/25&#039;&#039; albo &#039;&#039;8/16/25&#039;&#039;. Na większych mapach (L+) wydaje się wciąż, że lepiej jest ignorować ten Skill i Bohaterów mających Mysticism od początku. (Gdy gram, balansując 3/2 - Power/Wisdom, mana prawie mi się nie kończy. Zawsze znajdzie się Miasto z Gildią, albo Magic Well w pobliżu - wystarczy tylko trochę patrzeć, gdzie się rusza Bohaterów. To po co miałbym w ogóle brać Mysticism? Wolałbym nawet mieć ten nowy Learning albo Eagle Eye XD)&lt;br /&gt;
* Miło mi słyszeć, że podoba ci się nowy Learning! Jak chodzi o Mistycyzm, moim zdaniem jest już całkiem dobry jak grasz na Impossible i chcesz wysoki Score zdobyć (by się nie wracać do zamku ciągle). Na stronie [[Mistycism]] wstawiłem porównanie z inteligencją - więc mój nowy ekspercki mistycyzm działa idealnie jesli używasz 60 many dziennie (DD, TP i &amp;quot;coś extra&amp;quot;). Poza tym, nie podoba mi się 5/13/25. Prędzej bym dał 6/11/21 (i przedstawić to jako 1+5/10/25) no może 10/20/30 (choć to chyba trochę za dużo). Co sądzisz? - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
Edit: szczerze mówiąc 6/11/21 bardzo mi sie podoba i chyba tak dam. &lt;br /&gt;
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&#039;&#039;// Ja bym szczerze gorąco polecał Ci wypróbować przynajmniej na kilku grach u siebie &#039;&#039;&#039;10/20/30&#039;&#039;&#039; na jakiś Większych Random Mapach L/XL/H + Podziemia, jeśli jesteś bardziej do tego skory niż 5/13/25 - 8/16/25 i inne kombinację (może &#039;&#039;&#039;5/15/25&#039;&#039;&#039; XD?). Też się zgodzę, że pod względem estetyki 10/20/30 wygląda najładniej jako liczba. Teraz na 5/10/20, Basic/Advanced jest dosyć słabe, i Expert też nie jest aż tak mocny, chyba, że ma się szybko Artefakt(y) - &#039;Mystic Orb&#039; dający dodatkowe 7 Many/dzień albo te dwa mniejsze odpowiedniki, tudzież jest to postać z Specjalnością Mistycyzm mająca już dobrą garść lvli - i nadal to, w tych specyficznych kombinacjach gdy gram, nie wydaje się &#039;aż tak silne&#039;, tylko raczej takie &#039;jakość-tak-może-ok&#039;. Jak za pierwszym razem pisałem o Mistycyzmie, wspominałem o procentowym regenerowaniu jako opcja u WOGa (10/20/30 &amp;gt;%&amp;lt;) - tą opcję testowałem wielokrotnie, wydawała się dobra [i nawet wcale nie aż tak mocna, jak się nie miało włączone 10 miast 8 Secondary Skill, niżby się na pierwszy rzut oka wydawało], ale nie przesadna - więc nie sądzę żeby nawet 10/20/30, mając tylko 8 Skill-slotów do dyspozycji, zniszczyło balans, ale sprawiłoby by Bohaterowie-Czarodzieje biliby bardziej skłonni do brania Mana-Regena nawet jeśliby nie mieli Specjalności. 30% to 90% Max Many &#039;dopiero&#039; po 3 dniach, na 15 Wisdom to 135 Many, a na mapach L+ z Podziemiami, ma się często o &#039;wiele&#039; więcej, i Procentowy Regen balansu gry nie zniszczył. Intelligence nadal wydawał się dużo mocniejszy pomimo &#039;%&#039; Regena, bo grając agresywnie i podbijając Zamki / rozplanowując ruch bohatera po już kontrolowanych terytoriach do Magicznych Studni i Zamków (+ też rzadszy Magic Spring, o którym wspomniałeś w adnotacji na stronce o Mistycyzmie), nadal o wiele prościej dało się regenerować o wiele większy zasób Many i to w pełni(!), w ciągu tylko jednego dnia(!) niż czekać na działanie &#039;procentowego&#039; Mistycyzmu do Maxa (I nawet po nerfie HOTA do 50%, Intelligence w mojej opinii jest silniejsze). 10/20/30 &#039;Punktowego&#039; Regenerowania naprawdę nie powinno się okazać nazbyt silne, da co najwyżej parę spelli w pierwszych walkach z neutralnymi NPC blokującymi drogę na mapie. Może to zwyczajnie kwestia różnych Stylów-gry - tak jak pisałeś o średniej Manie zużywanej na dzień - i ostatecznie wezmę to co dasz na Mistycyzm (HOTA z Pumpkinem jest już bardzo w porządku, i nowe Factory bardziej mi się spodobało niż w pierwszej chwili sądziłem), ale jest powód dla którego apelowałem/-uję o przynajmniej podbicie jeszcze troszkę Advanced (12-15) i Expert (przynajmniej do 25), Basic niech sobie będzie tym przysłowiowym &#039;Basic&#039;iem&#039;. Jeśli nie &#039;&#039;&#039;10/20/30&#039;&#039;&#039; to &#039;&#039;&#039;5/15/25&#039;&#039;&#039; brzmi chyba też całkiem nieźle ^^ ? --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]])&lt;br /&gt;
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Dalsze pomysły:&lt;br /&gt;
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&#039;&#039;&#039;+Scholar&#039;&#039;&#039; - Przy testowaniu 1.3.1 zauważyłem, że &#039;&#039;&#039;Scholar&#039;&#039;&#039; uczy tylko 1-2/3/4-lvl max czarów. Czy zmiana na 1-3/4/5 byłaby zbyt potężna? Komponowałby się lepiej z nowym &#039;&#039;&#039;Eagle Eye&#039;&#039;&#039;.&lt;br /&gt;
* No zmiana na 3/4/5 trochę by zrujnowała cały koncept postaci Gwenneth. Byłaby dość potężna (obecnie główne ograniczenie hirków ze scholarem to wymaganie level-upu by dzielić silniejsze czary) no i tbh ja zawsze chcę mieć co najmniej jednego hirka ze scholarem tak czy siak. No i wyobraź sobie takiego Alamara, który na 2 poz. (czyli 1. tura z Battle Scholar Academy) może już uczyć wszystkich nowych hirków Wskrzeszenia... Myślę że Scholar jest okej. &lt;br /&gt;
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&#039;&#039;// Z tym się zgodzę, za szybkie dzielenie się 4th lvl Spellami, z którymi startują niektórzy Bohaterowie, na samym &#039;Advanced Scholar&#039;, mogłoby być za silne w Early-gamie. Scholar wydawał mi się już w stanie obecnym całkiem dobry, bo samo przenoszennie 4-pz Czarów jest całkiem spoko, ale wolałem podrzucić zapytanie. - korzystam raczej sporadycznie ze Scholara, jak się natrafi, na swoich Utility-Heroesach i póżniej rozsyłam by przenosiły Spelle dalej od Zamków/Głównego Bohatera, ale też nie zawsze. Tak jak teraz piszę, to ciekawe byłoby, gdyby istniał jakiś (Major?) Artefact, który by Scholar zwiększał o 1-lvl Spelli.&#039;&#039; --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) &lt;br /&gt;
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&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Ponownie proszę o przeniesie 5 Kamieni i 5 Drewna (:D) z kosztów Bazowych do Ulepszonych, by wyglądały: &#039;&#039;&#039;Podstawowe Dragon Cave&#039;&#039;&#039; (Czerwone Smoki) &#039;&#039;10 Drewna, 10 Kamienia&#039;&#039;, 20 Siarki, 15000g; &#039;&#039;&#039;Ulepszone Dragon Cave&#039;&#039;&#039; (Czarne Smoki) &#039;&#039;20 Drewna, 20 Kamienia&#039;&#039;, 20 Siarki, 15000g (&#039;&#039;Total costs for both dwellings remain the same.&#039;&#039;). Posiadanie takich samych kosztów Bazowych i Ulepszonych Budowli, jest dosyć &#039;nudne&#039;, a wiele innych zamków ma inaczej - szczególnie Rampart, które ma niemalże lustrzane odbicia Smoków Dungeon&#039;a (Tematycznie Dobre vs. Złe Smoki?). U Rampart &#039;&#039;&#039;Bazowe Dragon Cliffs&#039;&#039;&#039; kosztuje 30 Kamienia, 20 Kryształów, &#039;&#039;10000g&#039;&#039;, a &#039;&#039;&#039;Ulepszone Dragon Cliffs&#039;&#039;&#039; 30 Kamienia, 20 Kryształów, &#039;&#039;20000g&#039;&#039;. Kamienia i Drewna raczej na mapach nie brakuje, więc na Całościowy Balans nie powinno to raczej wpłynąć (może gracz Dungeon będzie miał 250g więcej na Budowlę Czerwonych Smoków po sprzedaniu tych 5 Kamienia/Drewna na targowisku, XD)&lt;br /&gt;
* No w zasadzie... Dobra. &lt;br /&gt;
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&#039;&#039;// Nice! &#039;&#039;--[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) &lt;br /&gt;
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Jeszcze raz dzięki za twoją pracę nad patchowaniem H3. Nawet jeśli postuluję o dalsze działania, twoje już zaimplementowane zmiany o wiele polepszyły moją grę w Heroes&#039;y (wreszcie gram w HOTA i nie muszę się już męczyć z WOG/Era, jeśli nie chcę zbyt odbiegających, dalszych customizacji). Mam nadzieję, że moje sugestie polepszeń nie wydają się zbyt &#039;upierdliwe&#039; XD. Dzielę się nimi z własnej miłości dla Heroes III (i mając trochę bzika na punkcie statystyk i analizowania/balansowania różnych gier...).&lt;br /&gt;
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- Eldrin&lt;br /&gt;
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* No oczywiście, że mi nie przeszkadzają! Bardzo mi miło, że ktoś chce ze mną omawiać balans gier. Masz może jakiś inny komunikator poza tym czatem? Discord, acidcave.net, etc.?&lt;br /&gt;
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&#039;&#039;// Discorda w zasadzie mam, tylko raczej bardzo rzadko z niego korzystam. &#039;&#039;&#039;Założyłem konto na acidcave.net, i podesłałem wiadomość :)&#039;&#039;&#039; . Tutaj jeszcze odpisałem powyżej na dyskusję, ale jakby co to możemy już na Kwasowej pisać.&#039;&#039; --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]])&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=143062</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=143062"/>
		<updated>2024-10-27T05:06:20Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Krytyka i Sugestie Dalszych Zmian (Post 1.3.1) */&lt;/p&gt;
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&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
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== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
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I love the changes made to HOTA!&lt;br /&gt;
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Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
** You&#039;ll see a different Lizard Warrior buff in 1.3.1. Don&#039;t wanna give away too much before the big day. &lt;br /&gt;
** Scorpicores were buffed - now paralyse hits 25% of the time. &lt;br /&gt;
** Glyphs of Fear and Blood Obelisk are rather weak. &lt;br /&gt;
** Dragon Cave - There is a cost reduction for unupgraded dragon dwelling (by reducing cost of Manticore lair as a proxy). But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glyph/Obelisk&#039;&#039;&#039; - Sure, OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manticores/Scorpicores&#039;&#039;&#039; - Consider that they are still relatively weak, potentially the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn&#039;t equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. &lt;br /&gt;
&lt;br /&gt;
Maybe if you don&#039;t want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - &#039;&#039;Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower&#039;&#039;, all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn&#039;t be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is &#039;&#039;really&#039;&#039; similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and &#039;&#039;Wyvern Nest&#039;&#039; Costs 3500g + 15 Wood, while &#039;&#039;Manticores Lair&#039;&#039; Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don&#039;t have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds valuable resources like 10 Mercury on top to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base, and so their 1st Unupgraded Dwellings cost valuable/rarer resources like Gems, Sulfur, Mercury, Crystals. &lt;br /&gt;
&lt;br /&gt;
Cyclops Dwelling Costs only Ore+Gold at base, and they&#039;re Shooters, with &#039;&#039;Siege Walls&#039;&#039;, similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost &#039;&#039;Less&#039;&#039; [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are &#039;&#039;much&#039;&#039; better 6th Tier Units than Manticore statwise. Base Cavalier even has the Jousting ability already. And there exist Base Dwellings that Cost even less than 4000g, like &#039;&#039;Altar of Thought&#039;&#039; 3000g, &#039;&#039;Cyclops Cave&#039;&#039; 3500g, both giving better Units.&lt;br /&gt;
&lt;br /&gt;
An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity, costing 900g/unit - stronger than 1050g Scorpicore. An Upg. Efreety Sultan costing 1100g (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and Fire Shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore &#039;&#039;Cost Increase&#039;&#039; to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs).&lt;br /&gt;
&lt;br /&gt;
And no, I don&#039;t favor Dungeon/Scorpicore as my Town/Creature of Choice, even if it sounds like that XD &#039;&#039;(The Statistics speak for themselves!)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* Fair enough, I just checked the numbers and yeah Scorpicores are trash. They&#039;ll get a small number buff. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And&#039;&#039; the Manticore Lair (Base) -5 Sulfur, -1000g? To 4000g, 5 Mercury, 5 Wood, 5 Ore? &#039;&#039;*Nudge, Nudge*&#039;&#039; :D&lt;br /&gt;
&lt;br /&gt;
The Cost of Base Lair actually started bothering me more and more the deeper I went into comparing Manticores against other, &#039;&#039;proper&#039;&#039; Tier 6 Units and &#039;&#039;their&#039;&#039; usual Dwelling Costs.&lt;br /&gt;
&lt;br /&gt;
The (Upg.) Manticore Lair Costs can freely remain as they are.&lt;br /&gt;
&lt;br /&gt;
Manticores/Scorpicores really are rather Trashtier 6th lvls. You can always reverse the Cost/Stat Changes later, if it altogether becomes a too strong Buff to Dungeon. Although I honestly doubt that it will end up feeling that way. &lt;br /&gt;
&lt;br /&gt;
- Eldrin.&lt;br /&gt;
&lt;br /&gt;
* Hey Eldrin, check out 1.3.1! A lot of the stuff you&#039;ve asked for is here! - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
Zgaduję, że skoro planujesz zrobić własne polskie tłumaczenie, to pewnie komunikacja po polsku będzie łatwiejsza? (Skoryguj mnie jeśli angielski jest dla ciebie wygodniejszy!)&lt;br /&gt;
&lt;br /&gt;
Ogólnie, wszystkie zmiany są raczej krokiem w dobrym kierunku, chociaż może w niektórych przypadkach nie są one aż tak dotkliwe jak bym tego pragnął :D&lt;br /&gt;
&lt;br /&gt;
Tylko, że coś występuje kilka problemów w mojej wersji H3. Po skopiowaniu 1.3.1 wyskakuje mi błąd (ResourceManager::GetBitmap816 could not find &amp;quot;bitmap8&amp;quot; resource &amp;quot;HPS219Sh.PCX) i zniknął polepszony wgląd Bohaterów (szczegółowe info miast tylko wyświetlania Specjalności Bohaterów) - niestety nie mam uprawnień by dzielić się tutaj linkami do screenshotów ;/ . Błąd naprawiłem, gdy po porównaniu 1.3.1 z archiwum poprzedniej wersji zauważyłem, że pliki &#039;&#039;Hota.lod&#039;&#039; i &#039;&#039;Hota_lng.lod&#039;&#039;, mają iść do folderu &#039;&#039;Data&#039;&#039; (wtedy też zmiany zaczęły funkcjonować gdy odpaliłem jakąś mapę), ale wgląd Bohaterów nadal jest &#039;uproszczony&#039;, więc zgaduję, że coś jest jeszcze nie tak? Po pierszym skopiowaniu plików nie działało, zrobiłem świeżą instalkę, update HD moda i dopiero po tym zauważyłem to z plikami do &#039;&#039;Data&#039;&#039; - dzisiaj 21.10 HD mod też dostał jakąś łatkę, to może to coś sknociło? Bo jak skopiowałem Pumpkin 1.3.0 to też szczegółowego wglądu brakowało. Chyba, że jeszcze czegoś brakuje w folderze Data 1.3.1? (Mam Angielską wersję GOG)&lt;br /&gt;
&lt;br /&gt;
// Update: Yup, coś jest zdecydowanie nie tak, bo po restarcie gry, zmiany Pumpkin Patcha przestały funkcjonować.&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
Dla mnie polski, angielski, hiszpański - obojętnie. Spróbuj proszę pobrac ponownie 131 i przenieść Hota_lng.lod i Hota_lod do folderu Data. Czy teraz wszystko działa? Dzisiaj testowałem i było ok... Jak chodzi o szczegółowe info - co konkretnie nie działa? W jaki sposób? - Csaros&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gdy przytrzymywało się prawy przycisk myszki na obrazku Bohatera, podczas obierania Zamków, przed odpaleniem mapy, przy generowaniu Random Map, dawało to zwykle szczegółowy wgląd: jaki ten Bohater ma armię, staty, zdolności, itp. Teraz po patchu 1.3.1, prawy przycisk na bohaterze tylko wyświetla mi informacje jaką bohater ma specjalność. Jeśli dobrze kojarzę, to tę opcję z większymi szczegółami wprowadził pierwotnie HD mod. Gdy zrobiłem czystą instalację dla 1.3.1, i nacisnąłem &#039;Update&#039; na Launcherze HD moda, to zupdatował się do jakieś, niby dzisiejszej (21.10.2024) wersji 5.5 R9 ze zmianami:&lt;br /&gt;
&lt;br /&gt;
[ ] Library patcher_x86.dll updated to version 4.18 (bug fixed)&lt;br /&gt;
&lt;br /&gt;
[-] HotA 1.7.1: fixed bug with bank in factory.&lt;br /&gt;
&lt;br /&gt;
[ ] HotA: Some changes, fixes, optimizations in the online lobby.&lt;br /&gt;
&lt;br /&gt;
[ ] Some changes, fixes, optimizations.&lt;br /&gt;
&lt;br /&gt;
[!] SoD: HoMM3 HD libraries are now built with new development tools. Incompatibility with plugins that modify these libraries is possible. If you find an incompatibility with such a plugin, contact its author.&lt;br /&gt;
&lt;br /&gt;
[!] WoG/ERA HoMM3 HD libraries are now built with new development tools. Incompatibility with mods/plugins that modify these libraries is possible.&lt;br /&gt;
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Dlatego też myślałem, że może HD mod jakoś zdołał wyjść nowy czasowo tuż po twoim updacie do 1.3.1 i wyszły jakieś nieścisłości.&lt;br /&gt;
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Oprócz tego, gdy parę razy wyłączyłem i ponownie odpaliłem H3 od nowa, po czym wystartowałem nową grę na nowej mapie, ustawienia jak zmiany do &#039;&#039;Lizard Warriorów&#039;&#039;, czy &#039;&#039;Manticore Lair&#039;&#039; przestały funkcjonować, zwyczajnie staty/koszty przywróciły się do standard Hota - pomimo, że te zedytowane przez ciebie pliki były nadal na swoich odpowiednich miejscach w folderze H3. &lt;br /&gt;
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&#039;&#039;&#039;Ale ogólnie, zrobiłem teraz jeszcze raz &#039;&#039;kolejną&#039;&#039; świeżą instalację i szczegółowe statystki pod prawym przyciskiem myszki wróciły, i Pumpkin Patch nadal działa jak powinien po restarcie H3, więc może ta poprzednia instalacja się u mnie coś zchraniła. Albo też to, że poprzednio raz odpaliłem grę, zanim dodałem te brakujące pliki do folderu &#039;&#039;Data&#039;&#039;, i to mogło już coś uszkodzić, zanim je później dodałem. Jakby coś znowu zaczęło się psuć, to dam znać.&#039;&#039;&#039; &lt;br /&gt;
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- Eldrin&lt;br /&gt;
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== Krytyka i Sugestie Dalszych Zmian (Post 1.3.1) ==&lt;br /&gt;
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&#039;&#039;&#039;Imps and Familiars&#039;&#039;&#039; - Nawet fajna zmiana. Dodałbym jeszcze info &#039;&#039;Flies&#039;&#039; w opisie jednostek.&lt;br /&gt;
* Jest chyba od 1.3.2. Teraz w 1.3.4 chyba wszystkie błędy naprawione z brakującym tekstem, etc. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - Spoko, jest to napewno coś innego niż pozostali 2-poziomowi Strzelcy, i działa całkiem w porządku za te koszta jednostki. Może zamieniłbyś też Atk.&amp;lt;-&amp;gt;Def. &#039;&#039;&#039;Podstawowych &#039;&#039;Lizardman&#039;ów&#039;&#039;&#039;&#039;&#039;, żeby miały trochę większy Atak miast Obrony? (Lizard Warrior dostaje jakąś zbroje skórzaną po ulepszeniu - to może być ten odpowiednik 1 Def. różnicy :D)&lt;br /&gt;
* Fair enough. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Nice!&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Manticore Lair&#039;&#039;&#039; - całościowo powiedziałbym, że nadal kosztuje zbyt dużo w porównaniu z tym jakie jednostki daje - większość 6-poziomowych jednostek jest nadal mocniejsza niż zwykła Mantykora [np. Cyclop, Gunslinger, Unicorn]. Zmniejszenie Bazowej Budowli o 1000g jest spoko, ale &#039;&#039;&#039;Podstawowy Manticore Lair&#039;&#039;&#039; nadal nie ma powodu by kosztować dodatkowe 5 Siarki i 5 Rtęci - jak już pisałem powyżej po angielsku, wszystkie 6-poziomowe budowle w innych zamkach, co wykorzystują &#039;&#039;rzadsze surowce niż Kamień/Drewno&#039;&#039;, produkują jednostki mające jakąś dodatkową zdolność pasywną bądź aktywną (przykładowo &#039;&#039;&#039;Unicorn Glade&#039;&#039;&#039;, 5 Drewna, 5 Kameni, 10 Klejnotów, 4000g (Bardzo zbliżone koszta Budowli do Manticore Lair, zamieniając Klejnoty na Rtęć i Siarkę) - Jednostki mające &#039;&#039;Blind + Magic Res.&#039;&#039; [Ulepszona Budowla tylko &#039;&#039;5 Klejnotów!&#039;&#039;, 3000g]; &#039;&#039;&#039;Wyvern Nest&#039;&#039;&#039;, 15 Drewna, 3500g - Najtańsza budowla 6-poziomowa, ale Wyverny nie mają żadnych dodatkowych zdolności i należą do słabszych 6-tek. Nieulepszone Wyverny można za to też &#039;uratować&#039; z Dragon Fly Hives co polepsza ich sytuację. Koszt &#039;specjalnych&#039; surowców dopiero jest dodawany, na &#039;&#039;&#039;Ulepszone Wyvern Nest&#039;&#039;&#039; - &#039;&#039;10 Rtęci&#039;&#039;, 10 Drewna, 3000g - gdy zyskują &#039;&#039;Poisonous&#039;&#039;). &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Sugestia:&#039;&#039;&#039;&#039;&#039; Wyrzucenie &#039;&#039;5 Siarki&#039;&#039; [lub redukcja na &#039;&#039;3 Siarki + 3 Rtęci&#039;&#039; - choć z tym pragnąłbym jakiś mały buff jak 10-15% Venom już u samych Mantykor] z kosztów Podstawowej Budowli &#039;&#039;&amp;lt;- moja preferowana opcja&#039;&#039;, TUDZIEŻ dodanie Mantykorom 25% &#039;&#039;Paralyzing Venom&#039;&#039;. Pragnę też zaznaczyć, że po twoim przeniesieniu 1000g z &#039;&#039;&#039;&#039;&#039;Podstawowej&#039;&#039;&#039;&#039;&#039; na &#039;&#039;&#039;&#039;&#039;Ulepszoną&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;Manticore Lair&#039;&#039;&#039;, jest to teraz jedyna &#039;&#039;&#039;Ulepszona&#039;&#039;&#039; Budowla 6-poziomowa spośród wszystkich zamków, która kosztuje 4000g, wszystkie inne posiadają koszty złota wynoszące 3000g, nawet &#039;&#039;&#039;Ulepszona Hall of Darkness&#039;&#039;&#039;, produkująca najpotężniejsze 6-poziomowe jednostki. Prosiłbym więc o upuszczenie tych 1000g różnicy (Utrzymywanie równie wysokich kosztów budowli jakie były pierwotnie przed zmianami jest w przypadku Manticore Lair kompletnie niepotrzebne - nadal nie mają tak silnych istot, by gwarantować te koszta, pomimo [fajnego] polepszenie Scorpicor!). I po zmianach kosztów &#039;&#039;Mana Vortex&#039;&#039; oraz &#039;&#039;Portal of Summoning&#039;&#039;, Dungeon jest najdroższym miastem po Factory i Conflux pod względem Złota za Budowle. Te trochę zmian do &#039;&#039;Manticore Lair&#039;&#039; balansu gry nie zniszczy - &#039;&#039;a wręcz go poprawi!&#039;&#039; (Swoją drogę, pragnę zaznaczyć, że wcześniej &#039;&#039;mylnie&#039;&#039; myślałem o możliwości przeskoczenia Mantykor, by szybciej budować Smoki, ale &#039;&#039;Manticore Lair&#039;&#039; jest potrzebny by móc budować &#039;&#039;Dragon Cave&#039;&#039;, więc nawet przeskoczyć ich się nie da...)&lt;br /&gt;
* Chciałbym by Rtęć i Siarka pozostały wymaganiami, żeby budowanie Smoków było równie trudne. Ale masz rację - są strasznie drogie. Jestem gotowy zmienić koszt budynku podstawy na &#039;&#039;&#039;3&#039;&#039;&#039; rtęci, &#039;&#039;&#039;3&#039;&#039;&#039; siarki, 5 drewna, 5 kamieni, &#039;&#039;&#039;3&#039;&#039;&#039;000 złota, koszt ulepszenia cofnąć do oryginalnego. Dodawanie Venomu podstawie na innej szansie wymagałoby w zasadzie stworzenie nowej zdolności dla nich; dodawanie go w pełni na podstawie usunęłoby w ogóle potrzebę ulepszania do Skorpikor. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Ok, Super. Na Podstawowej Budowli polecałbym nawet &#039;&#039;&#039;35&#039;&#039;&#039;00g jak u Podstawki Cyclopów i Wyvern miast &#039;&#039;&#039;3&#039;&#039;&#039;000g&#039;&#039; i wszystko powinno już być git. --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]])&lt;br /&gt;
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&#039;&#039;&#039;Magic Mirror&#039;&#039;&#039; - Nadal jest raczej słabe, jak na 5-pz Czar. Zmieniłbym na &#039;&#039;All Schools&#039;&#039; (- naprawdę sądzę, że to by bardzo do tego Spella pasowało) i dał &#039;&#039;Additionally, it removes negative spell effects (e.g. curse) but not positive spell effects (e.g. bless)&#039;&#039; - tak jak posiada Anti-Magic (o ile da się to wkodować do innego Spella). Wtedy Czar byłby git. Mógłbyś też ewentualnie miast tego obniżyć poziom na 3/4th lvl, ale powiedziałbym, że większość czarów przynajmniej 4-poziomu jest od Mirror w stanie obecnym nadal o wiele lepsza. Mirror tylko byłby przesadnie zbuffowany, jeślibyś nagle zmienił go na All-Castem - to by było OP.&lt;br /&gt;
* Nie wiem jak dodać clearowanie jakiś konkretnych efektów spellem, który normalne niczego nie clearuje. Ten spell był błędem gdy powstał. Teraz daje tak wysokie szanse na odbicie, że żaden rozsądny gracz nie rzuci łańcucha piorunów ani innych spelli na kogoś obdarzonego tym czarem. Jakby go dać do all schools, to jeszcze bardziej osłabi Air magic a już słyszałem narzekanie, że Fire jest lepszy od Air teraz. Przesunięcie do 4-poziomu: nie jestem fanem; po pierwsze, wtedy trzeba by przenieść coś z 4 do 5 (by się liczba spelli zgadzała) a po drugie, wtedy Złote Smoki byłyby jeszcze gorsze (Magic Mirror to taki AntiMagic dla złotych smoków). Jedyny sposób w jaki mógłbym polepszyć ten spell to a) zmienić koszt b) zmienić szanse c) zrobić all-cast z mniejszą szansą (ale to byłoby kind of cancer jak chodzi o usuwanie wszystkich hirków z spellami z obrażeniami). - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Osobiście uważam, że Air jest nadal spoko - Dimension Door był spellem, który kompletnie trywializował poruszanie się po mapie, zmiana jego na Fire całkiem dobrze mi odpowiadała i pasowała tematycznie (portal &#039;wypalając&#039; wyrwę w czasoprzestrzeni + oczywiście Gate u Inferno) no i Air ma jeszcze czar &#039;podróżny&#039; w postaci Fly. Chain Lightning poniekąd da się wycelować, zajęłoby raczej 3-4 casty Mirror by kompletnie zniesmaczyć Chain Lightning i AOE Debuffy (i nadal miałby 30% szansę na nieodbice w stanie obecnym). Counterstrike, Fortune, Air Shield, Precision są wszystkie spoko. Fly niwelujący dodatkowe koszta terenu czasem bardziej się opłaca niż DD. Ale jak tak jeszcze raz rzuciłem okiem na Elementarne Szkoły potrafię zrozumieć dlaczego inni graczę mogliby argumentować, że za bardzo nerfisz Air, gdybyś dał Mirror na All Schools. &#039;&#039;&#039;To co powiesz na to:&#039;&#039;&#039; 50/75/100% albo 60/80/100% na Mirror i zmniejszenie kosztów do tych samych co Anti-Magic. Wiem, że 100% może brzmieć na pierwszy rzut oka przesadnie, ale bez możliwości wkodowania &#039;oczyszczenia&#039; jednostek gdy się na nich rzuca Mirror, dużo zależy od tego czy masz pierwszy ruch w walce, by uchronić daną jednostkę przed Debuffem, dopiero później przed 1-osobowym zmiażdżeniem jak Implozja, bo nie zawsze ktoś Implozję ma. Anti-Magic wydaje się nadal silniejsze/bardziej opłacalne. Ochrona złotych smoków przeciw Implozji jest silna, ale to jest za bardzo sytuacyjne, i wydaje się raczej jak patchowanie niedociągłości jednej jednostki niż jak 5-pz spell jak Mirror powinien w rzeczywistości fungować.&lt;br /&gt;
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&#039;&#039;&#039;Mysticism&#039;&#039;&#039; - Początkowa regeneracja nadal mierna, i późniejsza mogłabybyć trochę wyższa - &#039;&#039;dałbym 5/13/25&#039;&#039; albo &#039;&#039;8/16/25&#039;&#039;. Na większych mapach (L+) wydaje się wciąż, że lepiej jest ignorować ten Skill i Bohaterów mających Mysticism od początku. (Gdy gram, balansując 3/2 - Power/Wisdom, mana prawie mi się nie kończy. Zawsze znajdzie się Miasto z Gildią, albo Magic Well w pobliżu - wystarczy tylko trochę patrzeć, gdzie się rusza Bohaterów. To po co miałbym w ogóle brać Mysticism? Wolałbym nawet mieć ten nowy Learning albo Eagle Eye XD)&lt;br /&gt;
* Miło mi słyszeć, że podoba ci się nowy Learning! Jak chodzi o Mistycyzm, moim zdaniem jest już całkiem dobry jak grasz na Impossible i chcesz wysoki Score zdobyć (by się nie wracać do zamku ciągle). Na stronie [[Mistycism]] wstawiłem porównanie z inteligencją - więc mój nowy ekspercki mistycyzm działa idealnie jesli używasz 60 many dziennie (DD, TP i &amp;quot;coś extra&amp;quot;). Poza tym, nie podoba mi się 5/13/25. Prędzej bym dał 6/11/21 (i przedstawić to jako 1+5/10/25) no może 10/20/30 (choć to chyba trochę za dużo). Co sądzisz? - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
Edit: szczerze mówiąc 6/11/21 bardzo mi sie podoba i chyba tak dam. &lt;br /&gt;
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&#039;&#039;// Ja bym szczerze gorąco polecał Ci wypróbować przynajmniej na kilku grach u siebie &#039;&#039;&#039;10/20/30&#039;&#039;&#039; na jakiś Większych Random Mapach L/XL/H + Podziemia, jeśli jesteś bardziej do tego skory niż 5/13/25 - 8/16/25 i inne kombinację (może &#039;&#039;&#039;5/15/25&#039;&#039;&#039; XD?). Też się zgodzę, że pod względem estetyki 10/20/30 wygląda najładniej jako liczba. Teraz na 5/10/20, Basic/Advanced jest dosyć słabe, i Expert też nie jest aż tak mocny, chyba, że ma się szybko Artefakt(y) - &#039;Mystic Orb&#039; dający dodatkowe 7 Many/dzień albo te dwa mniejsze odpowiedniki, tudzież jest to postać z Specjalnością Mistycyzm mająca już dobrą garść lvli - i nadal to, w tych specyficznych kombinacjach gdy gram, nie wydaje się &#039;aż tak silne&#039;, tylko raczej takie &#039;jakość-tak-może-ok&#039;. Jak za pierwszym razem pisałem o Mistycyzmie, wspominałem o procentowym regenerowaniu jako opcja u WOGa (10/20/30 &amp;gt;%&amp;lt;) - tą opcję testowałem wielokrotnie, wydawała się dobra [i nawet wcale nie aż tak mocna, jak się nie miało włączone 10 miast 8 Secondary Skill, niżby się na pierwszy rzut oka wydawało], ale nie przesadna - więc nie sądzę żeby nawet 10/20/30, mając tylko 8 Skill-slotów do dyspozycji, zniszczyło balans, ale sprawiłoby by Bohaterowie-Czarodzieje biliby bardziej skłonni do brania Mana-Regena nawet jeśliby nie mieli Specjalności. 30% to 90% Max Many &#039;dopiero&#039; po 3 dniach, na 15 Wisdom to 135 Many, a na mapach L+ z Podziemiami, ma się często o &#039;wiele&#039; więcej, i Procentowy Regen balansu gry nie zniszczył. Intelligence nadal wydawał się dużo mocniejszy pomimo &#039;%&#039; Regena, bo grając agresywnie i podbijając Zamki / rozplanowując ruch bohatera po już kontrolowanych terytoriach do Magicznych Studni i Zamków (+ też rzadszy Magic Spring, o którym wspomniałeś w adnotacji na stronce o Mistycyzmie), nadal o wiele prościej dało się regenerować o wiele większy zasób Many i to w pełni(!), w ciągu tylko jednego dnia(!) niż czekać na działanie &#039;procentowego&#039; Mistycyzmu do Maxa (I nawet po nerfie HOTA do 50%, Intelligence w mojej opinii jest silniejsze). 10/20/30 &#039;Punktowego&#039; Regenerowania naprawdę nie powinno się okazać nazbyt silne, da co najwyżej parę spelli w pierwszych walkach z neutralnymi NPC blokującymi drogę na mapie. Może to zwyczajnie kwestia różnych Stylów-gry - tak jak pisałeś o średniej Manie zużywanej na dzień - i ostatecznie wezmę to co dasz na Mistycyzm (HOTA z Pumpkinem jest już bardzo w porządku, i nowe Factory bardziej mi się spodobało niż w pierwszej chwili sądziłem), ale jest powód dla którego apelowałem/-uję o przynajmniej podbicie jeszcze troszkę Advanced (12-15) i Expert (przynajmniej do 25), Basic niech sobie będzie tym przysłowiowym &#039;Basic&#039;iem&#039;. Jeśli nie &#039;&#039;&#039;10/20/30&#039;&#039;&#039; to &#039;&#039;&#039;5/15/25&#039;&#039;&#039; brzmi chyba też całkiem nieźle ^^ ? --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]])&lt;br /&gt;
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Dalsze pomysły:&lt;br /&gt;
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&#039;&#039;&#039;+Scholar&#039;&#039;&#039; - Przy testowaniu 1.3.1 zauważyłem, że &#039;&#039;&#039;Scholar&#039;&#039;&#039; uczy tylko 1-2/3/4-lvl max czarów. Czy zmiana na 1-3/4/5 byłaby zbyt potężna? Komponowałby się lepiej z nowym &#039;&#039;&#039;Eagle Eye&#039;&#039;&#039;.&lt;br /&gt;
* No zmiana na 3/4/5 trochę by zrujnowała cały koncept postaci Gwenneth. Byłaby dość potężna (obecnie główne ograniczenie hirków ze scholarem to wymaganie level-upu by dzielić silniejsze czary) no i tbh ja zawsze chcę mieć co najmniej jednego hirka ze scholarem tak czy siak. No i wyobraź sobie takiego Alamara, który na 2 poz. (czyli 1. tura z Battle Scholar Academy) może już uczyć wszystkich nowych hirków Wskrzeszenia... Myślę że Scholar jest okej. &lt;br /&gt;
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&#039;&#039;// Z tym się zgodzę, za szybkie dzielenie się 4th lvl Spellami, z którymi startują niektórzy Bohaterowie, na samym &#039;Advanced Scholar&#039;, mogłoby być za silne w Early-gamie. Scholar wydawał mi się już w stanie obecnym całkiem dobry, bo samo przenoszennie 4-pz Czarów jest całkiem spoko, ale wolałem podrzucić zapytanie. - korzystam raczej sporadycznie ze Scholara, jak się natrafi, na swoich Utility-Heroesach i póżniej rozsyłam by przenosiły Spelle dalej od Zamków/Głównego Bohatera, ale też nie zawsze. Tak jak teraz piszę, to ciekawe byłoby, gdyby istniał jakiś (Major?) Artefact, który by Scholar zwiększał o 1-lvl Spelli.&#039;&#039; --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) &lt;br /&gt;
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&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Ponownie proszę o przeniesie 5 Kamieni i 5 Drewna (:D) z kosztów Bazowych do Ulepszonych, by wyglądały: &#039;&#039;&#039;Podstawowe Dragon Cave&#039;&#039;&#039; (Czerwone Smoki) &#039;&#039;10 Drewna, 10 Kamienia&#039;&#039;, 20 Siarki, 15000g; &#039;&#039;&#039;Ulepszone Dragon Cave&#039;&#039;&#039; (Czarne Smoki) &#039;&#039;20 Drewna, 20 Kamienia&#039;&#039;, 20 Siarki, 15000g (&#039;&#039;Total costs for both dwellings remain the same.&#039;&#039;). Posiadanie takich samych kosztów Bazowych i Ulepszonych Budowli, jest dosyć &#039;nudne&#039;, a wiele innych zamków ma inaczej - szczególnie Rampart, które ma niemalże lustrzane odbicia Smoków Dungeon&#039;a (Tematycznie Dobre vs. Złe Smoki?). U Rampart &#039;&#039;&#039;Bazowe Dragon Cliffs&#039;&#039;&#039; kosztuje 30 Kamienia, 20 Kryształów, &#039;&#039;10000g&#039;&#039;, a &#039;&#039;&#039;Ulepszone Dragon Cliffs&#039;&#039;&#039; 30 Kamienia, 20 Kryształów, &#039;&#039;20000g&#039;&#039;. Kamienia i Drewna raczej na mapach nie brakuje, więc na Całościowy Balans nie powinno to raczej wpłynąć (może gracz Dungeon będzie miał 250g więcej na Budowlę Czerwonych Smoków po sprzedaniu tych 5 Kamienia/Drewna na targowisku, XD)&lt;br /&gt;
* No w zasadzie... Dobra. &lt;br /&gt;
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&#039;&#039;// Nice! &#039;&#039;--[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) &lt;br /&gt;
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Jeszcze raz dzięki za twoją pracę nad patchowaniem H3. Nawet jeśli postuluję o dalsze działania, twoje już zaimplementowane zmiany o wiele polepszyły moją grę w Heroes&#039;y (wreszcie gram w HOTA i nie muszę się już męczyć z WOG/Era, jeśli nie chcę zbyt odbiegających, dalszych customizacji). Mam nadzieję, że moje sugestie polepszeń nie wydają się zbyt &#039;upierdliwe&#039; XD. Dzielę się nimi z własnej miłości dla Heroes III (i mając trochę bzika na punkcie statystyk i analizowania/balansowania różnych gier...).&lt;br /&gt;
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- Eldrin&lt;br /&gt;
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* No oczywiście, że mi nie przeszkadzają! Bardzo mi miło, że ktoś chce ze mną omawiać balans gier. Masz może jakiś inny komunikator poza tym czatem? Discord, acidcave.net, etc.?&lt;br /&gt;
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&#039;&#039;// Discorda w zasadzie mam, tylko raczej bardzo rzadko z niego korzystam. &#039;&#039;&#039;Założyłem konto na acidcave.net, i podesłałem wiadomość :)&#039;&#039;&#039; . Tutaj jeszcze odpisałem powyżej na dyskusję, ale jakby co to możemy już na Kwasowej pisać.&#039;&#039; --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]])&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=143061</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=143061"/>
		<updated>2024-10-27T05:04:41Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Krytyka i Sugestie Dalszych Zmian (Post 1.3.1) */&lt;/p&gt;
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&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
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== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
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I love the changes made to HOTA!&lt;br /&gt;
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Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
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Kind regards&lt;br /&gt;
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* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
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== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
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Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
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== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
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I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
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Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
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Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
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I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
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Kind Regards, &lt;br /&gt;
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Eldrin&lt;br /&gt;
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* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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== Request - Various Spell Changes ==&lt;br /&gt;
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Seeing as you can edit Spell Schools:&lt;br /&gt;
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&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
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&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
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&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
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&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
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Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
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Kind Regards,&lt;br /&gt;
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Eldrin&lt;br /&gt;
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** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
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Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
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&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
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&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
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&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
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&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
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Keep up the good work! :) &lt;br /&gt;
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- Eldrin&lt;br /&gt;
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* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
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== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
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It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
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Probably my last suggestions for a while :D&lt;br /&gt;
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Can&#039;t wait for the next patch!&lt;br /&gt;
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- Eldrin&lt;br /&gt;
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** You&#039;ll see a different Lizard Warrior buff in 1.3.1. Don&#039;t wanna give away too much before the big day. &lt;br /&gt;
** Scorpicores were buffed - now paralyse hits 25% of the time. &lt;br /&gt;
** Glyphs of Fear and Blood Obelisk are rather weak. &lt;br /&gt;
** Dragon Cave - There is a cost reduction for unupgraded dragon dwelling (by reducing cost of Manticore lair as a proxy). But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - OK.&lt;br /&gt;
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&#039;&#039;&#039;Glyph/Obelisk&#039;&#039;&#039; - Sure, OK.&lt;br /&gt;
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&#039;&#039;&#039;Manticores/Scorpicores&#039;&#039;&#039; - Consider that they are still relatively weak, potentially the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn&#039;t equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. &lt;br /&gt;
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Maybe if you don&#039;t want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - &#039;&#039;Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower&#039;&#039;, all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn&#039;t be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is &#039;&#039;really&#039;&#039; similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and &#039;&#039;Wyvern Nest&#039;&#039; Costs 3500g + 15 Wood, while &#039;&#039;Manticores Lair&#039;&#039; Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don&#039;t have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds valuable resources like 10 Mercury on top to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base, and so their 1st Unupgraded Dwellings cost valuable/rarer resources like Gems, Sulfur, Mercury, Crystals. &lt;br /&gt;
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Cyclops Dwelling Costs only Ore+Gold at base, and they&#039;re Shooters, with &#039;&#039;Siege Walls&#039;&#039;, similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost &#039;&#039;Less&#039;&#039; [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are &#039;&#039;much&#039;&#039; better 6th Tier Units than Manticore statwise. Base Cavalier even has the Jousting ability already. And there exist Base Dwellings that Cost even less than 4000g, like &#039;&#039;Altar of Thought&#039;&#039; 3000g, &#039;&#039;Cyclops Cave&#039;&#039; 3500g, both giving better Units.&lt;br /&gt;
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An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity, costing 900g/unit - stronger than 1050g Scorpicore. An Upg. Efreety Sultan costing 1100g (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and Fire Shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g.&lt;br /&gt;
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&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore &#039;&#039;Cost Increase&#039;&#039; to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs).&lt;br /&gt;
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And no, I don&#039;t favor Dungeon/Scorpicore as my Town/Creature of Choice, even if it sounds like that XD &#039;&#039;(The Statistics speak for themselves!)&#039;&#039;&lt;br /&gt;
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- Eldrin&lt;br /&gt;
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* Fair enough, I just checked the numbers and yeah Scorpicores are trash. They&#039;ll get a small number buff. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;And&#039;&#039; the Manticore Lair (Base) -5 Sulfur, -1000g? To 4000g, 5 Mercury, 5 Wood, 5 Ore? &#039;&#039;*Nudge, Nudge*&#039;&#039; :D&lt;br /&gt;
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The Cost of Base Lair actually started bothering me more and more the deeper I went into comparing Manticores against other, &#039;&#039;proper&#039;&#039; Tier 6 Units and &#039;&#039;their&#039;&#039; usual Dwelling Costs.&lt;br /&gt;
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The (Upg.) Manticore Lair Costs can freely remain as they are.&lt;br /&gt;
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Manticores/Scorpicores really are rather Trashtier 6th lvls. You can always reverse the Cost/Stat Changes later, if it altogether becomes a too strong Buff to Dungeon. Although I honestly doubt that it will end up feeling that way. &lt;br /&gt;
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- Eldrin.&lt;br /&gt;
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* Hey Eldrin, check out 1.3.1! A lot of the stuff you&#039;ve asked for is here! - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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Zgaduję, że skoro planujesz zrobić własne polskie tłumaczenie, to pewnie komunikacja po polsku będzie łatwiejsza? (Skoryguj mnie jeśli angielski jest dla ciebie wygodniejszy!)&lt;br /&gt;
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Ogólnie, wszystkie zmiany są raczej krokiem w dobrym kierunku, chociaż może w niektórych przypadkach nie są one aż tak dotkliwe jak bym tego pragnął :D&lt;br /&gt;
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Tylko, że coś występuje kilka problemów w mojej wersji H3. Po skopiowaniu 1.3.1 wyskakuje mi błąd (ResourceManager::GetBitmap816 could not find &amp;quot;bitmap8&amp;quot; resource &amp;quot;HPS219Sh.PCX) i zniknął polepszony wgląd Bohaterów (szczegółowe info miast tylko wyświetlania Specjalności Bohaterów) - niestety nie mam uprawnień by dzielić się tutaj linkami do screenshotów ;/ . Błąd naprawiłem, gdy po porównaniu 1.3.1 z archiwum poprzedniej wersji zauważyłem, że pliki &#039;&#039;Hota.lod&#039;&#039; i &#039;&#039;Hota_lng.lod&#039;&#039;, mają iść do folderu &#039;&#039;Data&#039;&#039; (wtedy też zmiany zaczęły funkcjonować gdy odpaliłem jakąś mapę), ale wgląd Bohaterów nadal jest &#039;uproszczony&#039;, więc zgaduję, że coś jest jeszcze nie tak? Po pierszym skopiowaniu plików nie działało, zrobiłem świeżą instalkę, update HD moda i dopiero po tym zauważyłem to z plikami do &#039;&#039;Data&#039;&#039; - dzisiaj 21.10 HD mod też dostał jakąś łatkę, to może to coś sknociło? Bo jak skopiowałem Pumpkin 1.3.0 to też szczegółowego wglądu brakowało. Chyba, że jeszcze czegoś brakuje w folderze Data 1.3.1? (Mam Angielską wersję GOG)&lt;br /&gt;
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// Update: Yup, coś jest zdecydowanie nie tak, bo po restarcie gry, zmiany Pumpkin Patcha przestały funkcjonować.&lt;br /&gt;
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- Eldrin&lt;br /&gt;
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Dla mnie polski, angielski, hiszpański - obojętnie. Spróbuj proszę pobrac ponownie 131 i przenieść Hota_lng.lod i Hota_lod do folderu Data. Czy teraz wszystko działa? Dzisiaj testowałem i było ok... Jak chodzi o szczegółowe info - co konkretnie nie działa? W jaki sposób? - Csaros&lt;br /&gt;
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Gdy przytrzymywało się prawy przycisk myszki na obrazku Bohatera, podczas obierania Zamków, przed odpaleniem mapy, przy generowaniu Random Map, dawało to zwykle szczegółowy wgląd: jaki ten Bohater ma armię, staty, zdolności, itp. Teraz po patchu 1.3.1, prawy przycisk na bohaterze tylko wyświetla mi informacje jaką bohater ma specjalność. Jeśli dobrze kojarzę, to tę opcję z większymi szczegółami wprowadził pierwotnie HD mod. Gdy zrobiłem czystą instalację dla 1.3.1, i nacisnąłem &#039;Update&#039; na Launcherze HD moda, to zupdatował się do jakieś, niby dzisiejszej (21.10.2024) wersji 5.5 R9 ze zmianami:&lt;br /&gt;
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[ ] Library patcher_x86.dll updated to version 4.18 (bug fixed)&lt;br /&gt;
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[-] HotA 1.7.1: fixed bug with bank in factory.&lt;br /&gt;
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[ ] HotA: Some changes, fixes, optimizations in the online lobby.&lt;br /&gt;
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[ ] Some changes, fixes, optimizations.&lt;br /&gt;
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[!] SoD: HoMM3 HD libraries are now built with new development tools. Incompatibility with plugins that modify these libraries is possible. If you find an incompatibility with such a plugin, contact its author.&lt;br /&gt;
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[!] WoG/ERA HoMM3 HD libraries are now built with new development tools. Incompatibility with mods/plugins that modify these libraries is possible.&lt;br /&gt;
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Dlatego też myślałem, że może HD mod jakoś zdołał wyjść nowy czasowo tuż po twoim updacie do 1.3.1 i wyszły jakieś nieścisłości.&lt;br /&gt;
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Oprócz tego, gdy parę razy wyłączyłem i ponownie odpaliłem H3 od nowa, po czym wystartowałem nową grę na nowej mapie, ustawienia jak zmiany do &#039;&#039;Lizard Warriorów&#039;&#039;, czy &#039;&#039;Manticore Lair&#039;&#039; przestały funkcjonować, zwyczajnie staty/koszty przywróciły się do standard Hota - pomimo, że te zedytowane przez ciebie pliki były nadal na swoich odpowiednich miejscach w folderze H3. &lt;br /&gt;
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&#039;&#039;&#039;Ale ogólnie, zrobiłem teraz jeszcze raz &#039;&#039;kolejną&#039;&#039; świeżą instalację i szczegółowe statystki pod prawym przyciskiem myszki wróciły, i Pumpkin Patch nadal działa jak powinien po restarcie H3, więc może ta poprzednia instalacja się u mnie coś zchraniła. Albo też to, że poprzednio raz odpaliłem grę, zanim dodałem te brakujące pliki do folderu &#039;&#039;Data&#039;&#039;, i to mogło już coś uszkodzić, zanim je później dodałem. Jakby coś znowu zaczęło się psuć, to dam znać.&#039;&#039;&#039; &lt;br /&gt;
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- Eldrin&lt;br /&gt;
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== Krytyka i Sugestie Dalszych Zmian (Post 1.3.1) ==&lt;br /&gt;
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&#039;&#039;&#039;Imps and Familiars&#039;&#039;&#039; - Nawet fajna zmiana. Dodałbym jeszcze info &#039;&#039;Flies&#039;&#039; w opisie jednostek.&lt;br /&gt;
* Jest chyba od 1.3.2. Teraz w 1.3.4 chyba wszystkie błędy naprawione z brakującym tekstem, etc. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - Spoko, jest to napewno coś innego niż pozostali 2-poziomowi Strzelcy, i działa całkiem w porządku za te koszta jednostki. Może zamieniłbyś też Atk.&amp;lt;-&amp;gt;Def. &#039;&#039;&#039;Podstawowych &#039;&#039;Lizardman&#039;ów&#039;&#039;&#039;&#039;&#039;, żeby miały trochę większy Atak miast Obrony? (Lizard Warrior dostaje jakąś zbroje skórzaną po ulepszeniu - to może być ten odpowiednik 1 Def. różnicy :D)&lt;br /&gt;
* Fair enough. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Nice!&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Manticore Lair&#039;&#039;&#039; - całościowo powiedziałbym, że nadal kosztuje zbyt dużo w porównaniu z tym jakie jednostki daje - większość 6-poziomowych jednostek jest nadal mocniejsza niż zwykła Mantykora [np. Cyclop, Gunslinger, Unicorn]. Zmniejszenie Bazowej Budowli o 1000g jest spoko, ale &#039;&#039;&#039;Podstawowy Manticore Lair&#039;&#039;&#039; nadal nie ma powodu by kosztować dodatkowe 5 Siarki i 5 Rtęci - jak już pisałem powyżej po angielsku, wszystkie 6-poziomowe budowle w innych zamkach, co wykorzystują &#039;&#039;rzadsze surowce niż Kamień/Drewno&#039;&#039;, produkują jednostki mające jakąś dodatkową zdolność pasywną bądź aktywną (przykładowo &#039;&#039;&#039;Unicorn Glade&#039;&#039;&#039;, 5 Drewna, 5 Kameni, 10 Klejnotów, 4000g (Bardzo zbliżone koszta Budowli do Manticore Lair, zamieniając Klejnoty na Rtęć i Siarkę) - Jednostki mające &#039;&#039;Blind + Magic Res.&#039;&#039; [Ulepszona Budowla tylko &#039;&#039;5 Klejnotów!&#039;&#039;, 3000g]; &#039;&#039;&#039;Wyvern Nest&#039;&#039;&#039;, 15 Drewna, 3500g - Najtańsza budowla 6-poziomowa, ale Wyverny nie mają żadnych dodatkowych zdolności i należą do słabszych 6-tek. Nieulepszone Wyverny można za to też &#039;uratować&#039; z Dragon Fly Hives co polepsza ich sytuację. Koszt &#039;specjalnych&#039; surowców dopiero jest dodawany, na &#039;&#039;&#039;Ulepszone Wyvern Nest&#039;&#039;&#039; - &#039;&#039;10 Rtęci&#039;&#039;, 10 Drewna, 3000g - gdy zyskują &#039;&#039;Poisonous&#039;&#039;). &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Sugestia:&#039;&#039;&#039;&#039;&#039; Wyrzucenie &#039;&#039;5 Siarki&#039;&#039; [lub redukcja na &#039;&#039;3 Siarki + 3 Rtęci&#039;&#039; - choć z tym pragnąłbym jakiś mały buff jak 10-15% Venom już u samych Mantykor] z kosztów Podstawowej Budowli &#039;&#039;&amp;lt;- moja preferowana opcja&#039;&#039;, TUDZIEŻ dodanie Mantykorom 25% &#039;&#039;Paralyzing Venom&#039;&#039;. Pragnę też zaznaczyć, że po twoim przeniesieniu 1000g z &#039;&#039;&#039;&#039;&#039;Podstawowej&#039;&#039;&#039;&#039;&#039; na &#039;&#039;&#039;&#039;&#039;Ulepszoną&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;Manticore Lair&#039;&#039;&#039;, jest to teraz jedyna &#039;&#039;&#039;Ulepszona&#039;&#039;&#039; Budowla 6-poziomowa spośród wszystkich zamków, która kosztuje 4000g, wszystkie inne posiadają koszty złota wynoszące 3000g, nawet &#039;&#039;&#039;Ulepszona Hall of Darkness&#039;&#039;&#039;, produkująca najpotężniejsze 6-poziomowe jednostki. Prosiłbym więc o upuszczenie tych 1000g różnicy (Utrzymywanie równie wysokich kosztów budowli jakie były pierwotnie przed zmianami jest w przypadku Manticore Lair kompletnie niepotrzebne - nadal nie mają tak silnych istot, by gwarantować te koszta, pomimo [fajnego] polepszenie Scorpicor!). I po zmianach kosztów &#039;&#039;Mana Vortex&#039;&#039; oraz &#039;&#039;Portal of Summoning&#039;&#039;, Dungeon jest najdroższym miastem po Factory i Conflux pod względem Złota za Budowle. Te trochę zmian do &#039;&#039;Manticore Lair&#039;&#039; balansu gry nie zniszczy - &#039;&#039;a wręcz go poprawi!&#039;&#039; (Swoją drogę, pragnę zaznaczyć, że wcześniej &#039;&#039;mylnie&#039;&#039; myślałem o możliwości przeskoczenia Mantykor, by szybciej budować Smoki, ale &#039;&#039;Manticore Lair&#039;&#039; jest potrzebny by móc budować &#039;&#039;Dragon Cave&#039;&#039;, więc nawet przeskoczyć ich się nie da...)&lt;br /&gt;
* Chciałbym by Rtęć i Siarka pozostały wymaganiami, żeby budowanie Smoków było równie trudne. Ale masz rację - są strasznie drogie. Jestem gotowy zmienić koszt budynku podstawy na &#039;&#039;&#039;3&#039;&#039;&#039; rtęci, &#039;&#039;&#039;3&#039;&#039;&#039; siarki, 5 drewna, 5 kamieni, &#039;&#039;&#039;3&#039;&#039;&#039;000 złota, koszt ulepszenia cofnąć do oryginalnego. Dodawanie Venomu podstawie na innej szansie wymagałoby w zasadzie stworzenie nowej zdolności dla nich; dodawanie go w pełni na podstawie usunęłoby w ogóle potrzebę ulepszania do Skorpikor. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Ok, Super. Na Podstawowej Budowli polecałbym nawet &#039;&#039;&#039;35&#039;&#039;&#039;00g jak u Podstawki Cyclopów i Wyvern miast &#039;&#039;&#039;3&#039;&#039;&#039;000g&#039;&#039; i wszystko powinno już być git. --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) 04:46, 27 October 2024 (UTC)&lt;br /&gt;
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&#039;&#039;&#039;Magic Mirror&#039;&#039;&#039; - Nadal jest raczej słabe, jak na 5-pz Czar. Zmieniłbym na &#039;&#039;All Schools&#039;&#039; (- naprawdę sądzę, że to by bardzo do tego Spella pasowało) i dał &#039;&#039;Additionally, it removes negative spell effects (e.g. curse) but not positive spell effects (e.g. bless)&#039;&#039; - tak jak posiada Anti-Magic (o ile da się to wkodować do innego Spella). Wtedy Czar byłby git. Mógłbyś też ewentualnie miast tego obniżyć poziom na 3/4th lvl, ale powiedziałbym, że większość czarów przynajmniej 4-poziomu jest od Mirror w stanie obecnym nadal o wiele lepsza. Mirror tylko byłby przesadnie zbuffowany, jeślibyś nagle zmienił go na All-Castem - to by było OP.&lt;br /&gt;
* Nie wiem jak dodać clearowanie jakiś konkretnych efektów spellem, który normalne niczego nie clearuje. Ten spell był błędem gdy powstał. Teraz daje tak wysokie szanse na odbicie, że żaden rozsądny gracz nie rzuci łańcucha piorunów ani innych spelli na kogoś obdarzonego tym czarem. Jakby go dać do all schools, to jeszcze bardziej osłabi Air magic a już słyszałem narzekanie, że Fire jest lepszy od Air teraz. Przesunięcie do 4-poziomu: nie jestem fanem; po pierwsze, wtedy trzeba by przenieść coś z 4 do 5 (by się liczba spelli zgadzała) a po drugie, wtedy Złote Smoki byłyby jeszcze gorsze (Magic Mirror to taki AntiMagic dla złotych smoków). Jedyny sposób w jaki mógłbym polepszyć ten spell to a) zmienić koszt b) zmienić szanse c) zrobić all-cast z mniejszą szansą (ale to byłoby kind of cancer jak chodzi o usuwanie wszystkich hirków z spellami z obrażeniami). - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Osobiście uważam, że Air jest nadal spoko - Dimension Door był spellem, który kompletnie trywializował poruszanie się po mapie, zmiana jego na Fire całkiem dobrze mi odpowiadała i pasowała tematycznie (portal &#039;wypalając&#039; wyrwę w czasoprzestrzeni + oczywiście Gate u Inferno) no i Air ma jeszcze czar &#039;podróżny&#039; w postaci Fly. Chain Lightning poniekąd da się wycelować, zajęłoby raczej 3-4 casty Mirror by kompletnie zniesmaczyć Chain Lightning i AOE Debuffy (i nadal miałby 30% szansę na nieodbice w stanie obecnym). Counterstrike, Fortune, Air Shield, Precision są wszystkie spoko. Fly niwelujący dodatkowe koszta terenu czasem bardziej się opłaca niż DD. Ale jak tak jeszcze raz rzuciłem okiem na Elementarne Szkoły potrafię zrozumieć dlaczego inni graczę mogliby argumentować, że za bardzo nerfisz Air, gdybyś dał Mirror na All Schools. &#039;&#039;&#039;To co powiesz na to:&#039;&#039;&#039; 50/75/100% albo 60/80/100% na Mirror i zmniejszenie kosztów do tych samych co Anti-Magic. Wiem, że 100% może brzmieć na pierwszy rzut oka przesadnie, ale bez możliwości wkodowania &#039;oczyszczenia&#039; jednostek gdy się na nich rzuca Mirror, dużo zależy od tego czy masz pierwszy ruch w walce, by uchronić daną jednostkę przed Debuffem, dopiero później przed 1-osobowym zmiażdżeniem jak Implozja, bo nie zawsze ktoś Implozję ma. Anti-Magic wydaje się nadal silniejsze/bardziej opłacalne. Ochrona złotych smoków przeciw Implozji jest silna, ale to jest za bardzo sytuacyjne, i wydaje się raczej jak patchowanie niedociągłości jednej jednostki niż jak 5-pz spell jak Mirror powinien w rzeczywistości fungować.&lt;br /&gt;
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&#039;&#039;&#039;Mysticism&#039;&#039;&#039; - Początkowa regeneracja nadal mierna, i późniejsza mogłabybyć trochę wyższa - &#039;&#039;dałbym 5/13/25&#039;&#039; albo &#039;&#039;8/16/25&#039;&#039;. Na większych mapach (L+) wydaje się wciąż, że lepiej jest ignorować ten Skill i Bohaterów mających Mysticism od początku. (Gdy gram, balansując 3/2 - Power/Wisdom, mana prawie mi się nie kończy. Zawsze znajdzie się Miasto z Gildią, albo Magic Well w pobliżu - wystarczy tylko trochę patrzeć, gdzie się rusza Bohaterów. To po co miałbym w ogóle brać Mysticism? Wolałbym nawet mieć ten nowy Learning albo Eagle Eye XD)&lt;br /&gt;
* Miło mi słyszeć, że podoba ci się nowy Learning! Jak chodzi o Mistycyzm, moim zdaniem jest już całkiem dobry jak grasz na Impossible i chcesz wysoki Score zdobyć (by się nie wracać do zamku ciągle). Na stronie [[Mistycism]] wstawiłem porównanie z inteligencją - więc mój nowy ekspercki mistycyzm działa idealnie jesli używasz 60 many dziennie (DD, TP i &amp;quot;coś extra&amp;quot;). Poza tym, nie podoba mi się 5/13/25. Prędzej bym dał 6/11/21 (i przedstawić to jako 1+5/10/25) no może 10/20/30 (choć to chyba trochę za dużo). Co sądzisz? - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
Edit: szczerze mówiąc 6/11/21 bardzo mi sie podoba i chyba tak dam. &lt;br /&gt;
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&#039;&#039;// Ja bym szczerze gorąco polecał Ci wypróbować przynajmniej na kilku grach u siebie &#039;&#039;&#039;10/20/30&#039;&#039;&#039; na jakiś Większych Random Mapach L/XL/H + Podziemia, jeśli jesteś bardziej do tego skory niż 5/13/25 - 8/16/25 i inne kombinację (może &#039;&#039;&#039;5/15/25&#039;&#039;&#039; XD?). Też się zgodzę, że pod względem estetyki 10/20/30 wygląda najładniej jako liczba. Teraz na 5/10/20, Basic/Advanced jest dosyć słabe, i Expert też nie jest aż tak mocny, chyba, że ma się szybko Artefakt(y) - &#039;Mystic Orb&#039; dający dodatkowe 7 Many/dzień albo te dwa mniejsze odpowiedniki, tudzież jest to postać z Specjalnością Mistycyzm mająca już dobrą garść lvli - i nadal to, w tych specyficznych kombinacjach gdy gram, nie wydaje się &#039;aż tak silne&#039;, tylko raczej takie &#039;jakość-tak-może-ok&#039;. Jak za pierwszym razem pisałem o Mistycyzmie, wspominałem o procentowym regenerowaniu jako opcja u WOGa (10/20/30 &amp;gt;%&amp;lt;) - tą opcję testowałem wielokrotnie, wydawała się dobra [i nawet wcale nie aż tak mocna, jak się nie miało włączone 10 miast 8 Secondary Skill, niżby się na pierwszy rzut oka wydawało], ale nie przesadna - więc nie sądzę żeby nawet 10/20/30, mając tylko 8 Skill-slotów do dyspozycji, zniszczyło balans, ale sprawiłoby by Bohaterowie-Czarodzieje biliby bardziej skłonni do brania Mana-Regena nawet jeśliby nie mieli Specjalności. 30% to 90% Max Many &#039;dopiero&#039; po 3 dniach, na 15 Wisdom to 135 Many, a na mapach L+ z Podziemiami, ma się często o &#039;wiele&#039; więcej, i Procentowy Regen balansu gry nie zniszczył. Intelligence nadal wydawał się dużo mocniejszy pomimo &#039;%&#039; Regena, bo grając agresywnie i podbijając Zamki / rozplanowując ruch bohatera po już kontrolowanych terytoriach do Magicznych Studni i Zamków (+ też rzadszy Magic Spring, o którym wspomniałeś w adnotacji na stronce o Mistycyzmie), nadal o wiele prościej dało się regenerować o wiele większy zasób Many i to w pełni(!), w ciągu tylko jednego dnia(!) niż czekać na działanie &#039;procentowego&#039; Mistycyzmu do Maxa (I nawet po nerfie HOTA do 50%, Intelligence w mojej opinii jest silniejsze). 10/20/30 &#039;Punktowego&#039; Regenerowania naprawdę nie powinno się okazać nazbyt silne, da co najwyżej parę spelli w pierwszych walkach z neutralnymi NPC blokującymi drogę na mapie. Może to zwyczajnie kwestia różnych Stylów-gry - tak jak pisałeś o średniej Manie zużywanej na dzień - i ostatecznie wezmę to co dasz na Mistycyzm (HOTA z Pumpkinem jest już bardzo w porządku, i nowe Factory bardziej mi się spodobało niż w pierwszej chwili sądziłem), ale jest powód dla którego apelowałem/-uję o przynajmniej podbicie jeszcze troszkę Advanced (12-15) i Expert (przynajmniej do 25), Basic niech sobie będzie tym przysłowiowym &#039;Basic&#039;iem&#039;. Jeśli nie &#039;&#039;&#039;10/20/30&#039;&#039;&#039; to &#039;&#039;&#039;5/15/25&#039;&#039;&#039; brzmi chyba też całkiem nieźle ^^ ? --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) 04:46, 27 October 2024 (UTC)&lt;br /&gt;
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Dalsze pomysły:&lt;br /&gt;
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&#039;&#039;&#039;+Scholar&#039;&#039;&#039; - Przy testowaniu 1.3.1 zauważyłem, że &#039;&#039;&#039;Scholar&#039;&#039;&#039; uczy tylko 1-2/3/4-lvl max czarów. Czy zmiana na 1-3/4/5 byłaby zbyt potężna? Komponowałby się lepiej z nowym &#039;&#039;&#039;Eagle Eye&#039;&#039;&#039;.&lt;br /&gt;
* No zmiana na 3/4/5 trochę by zrujnowała cały koncept postaci Gwenneth. Byłaby dość potężna (obecnie główne ograniczenie hirków ze scholarem to wymaganie level-upu by dzielić silniejsze czary) no i tbh ja zawsze chcę mieć co najmniej jednego hirka ze scholarem tak czy siak. No i wyobraź sobie takiego Alamara, który na 2 poz. (czyli 1. tura z Battle Scholar Academy) może już uczyć wszystkich nowych hirków Wskrzeszenia... Myślę że Scholar jest okej. &lt;br /&gt;
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&#039;&#039;// Z tym się zgodzę, za szybkie dzielenie się 4th lvl Spellami, z którymi startują niektórzy Bohaterowie, na samym &#039;Advanced Scholar&#039;, mogłoby być za silne w Early-gamie. Scholar wydawał mi się już w stanie obecnym całkiem dobry, bo samo przenoszennie 4-pz Czarów jest całkiem spoko, ale wolałem podrzucić zapytanie. - korzystam raczej sporadycznie ze Scholara, jak się natrafi, na swoich Utility-Heroesach i póżniej rozsyłam by przenosiły Spelle dalej od Zamków/Głównego Bohatera, ale też nie zawsze. Tak jak teraz piszę, to ciekawe byłoby, gdyby istniał jakiś (Major?) Artefact, który by Scholar zwiększał o 1-lvl Spelli.&#039;&#039; --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) 04:46, 27 October 2024 (UTC)&lt;br /&gt;
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&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Ponownie proszę o przeniesie 5 Kamieni i 5 Drewna (:D) z kosztów Bazowych do Ulepszonych, by wyglądały: &#039;&#039;&#039;Podstawowe Dragon Cave&#039;&#039;&#039; (Czerwone Smoki) &#039;&#039;10 Drewna, 10 Kamienia&#039;&#039;, 20 Siarki, 15000g; &#039;&#039;&#039;Ulepszone Dragon Cave&#039;&#039;&#039; (Czarne Smoki) &#039;&#039;20 Drewna, 20 Kamienia&#039;&#039;, 20 Siarki, 15000g (&#039;&#039;Total costs for both dwellings remain the same.&#039;&#039;). Posiadanie takich samych kosztów Bazowych i Ulepszonych Budowli, jest dosyć &#039;nudne&#039;, a wiele innych zamków ma inaczej - szczególnie Rampart, które ma niemalże lustrzane odbicia Smoków Dungeon&#039;a (Tematycznie Dobre vs. Złe Smoki?). U Rampart &#039;&#039;&#039;Bazowe Dragon Cliffs&#039;&#039;&#039; kosztuje 30 Kamienia, 20 Kryształów, &#039;&#039;10000g&#039;&#039;, a &#039;&#039;&#039;Ulepszone Dragon Cliffs&#039;&#039;&#039; 30 Kamienia, 20 Kryształów, &#039;&#039;20000g&#039;&#039;. Kamienia i Drewna raczej na mapach nie brakuje, więc na Całościowy Balans nie powinno to raczej wpłynąć (może gracz Dungeon będzie miał 250g więcej na Budowlę Czerwonych Smoków po sprzedaniu tych 5 Kamienia/Drewna na targowisku, XD)&lt;br /&gt;
* No w zasadzie... Dobra. &lt;br /&gt;
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&#039;&#039;// Nice! &#039;&#039;--[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) 04:46, 27 October 2024 (UTC)&lt;br /&gt;
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Jeszcze raz dzięki za twoją pracę nad patchowaniem H3. Nawet jeśli postuluję o dalsze działania, twoje już zaimplementowane zmiany o wiele polepszyły moją grę w Heroes&#039;y (wreszcie gram w HOTA i nie muszę się już męczyć z WOG/Era, jeśli nie chcę zbyt odbiegających, dalszych customizacji). Mam nadzieję, że moje sugestie polepszeń nie wydają się zbyt &#039;upierdliwe&#039; XD. Dzielę się nimi z własnej miłości dla Heroes III (i mając trochę bzika na punkcie statystyk i analizowania/balansowania różnych gier...).&lt;br /&gt;
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- Eldrin&lt;br /&gt;
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* No oczywiście, że mi nie przeszkadzają! Bardzo mi miło, że ktoś chce ze mną omawiać balans gier. Masz może jakiś inny komunikator poza tym czatem? Discord, acidcave.net, etc.?&lt;br /&gt;
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&#039;&#039;// Discorda w zasadzie mam, tylko raczej bardzo rzadko z niego korzystam. &#039;&#039;&#039;Założyłem konto na acidcave.net, i podesłałem wiadomość :)&#039;&#039;&#039; . Tutaj jeszcze odpisałem powyżej na dyskusję, ale jakby co to możemy już na Kwasowej pisać.&#039;&#039; --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) 04:46, 27 October 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=143060</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=143060"/>
		<updated>2024-10-27T04:54:50Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Krytyka i Sugestie Dalszych Zmian (Post 1.3.1) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
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Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
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== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
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Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
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I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
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Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
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* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
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&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
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&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
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Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
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Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
** You&#039;ll see a different Lizard Warrior buff in 1.3.1. Don&#039;t wanna give away too much before the big day. &lt;br /&gt;
** Scorpicores were buffed - now paralyse hits 25% of the time. &lt;br /&gt;
** Glyphs of Fear and Blood Obelisk are rather weak. &lt;br /&gt;
** Dragon Cave - There is a cost reduction for unupgraded dragon dwelling (by reducing cost of Manticore lair as a proxy). But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - OK.&lt;br /&gt;
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&#039;&#039;&#039;Glyph/Obelisk&#039;&#039;&#039; - Sure, OK.&lt;br /&gt;
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&#039;&#039;&#039;Manticores/Scorpicores&#039;&#039;&#039; - Consider that they are still relatively weak, potentially the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn&#039;t equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. &lt;br /&gt;
&lt;br /&gt;
Maybe if you don&#039;t want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - &#039;&#039;Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower&#039;&#039;, all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn&#039;t be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is &#039;&#039;really&#039;&#039; similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and &#039;&#039;Wyvern Nest&#039;&#039; Costs 3500g + 15 Wood, while &#039;&#039;Manticores Lair&#039;&#039; Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don&#039;t have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds valuable resources like 10 Mercury on top to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base, and so their 1st Unupgraded Dwellings cost valuable/rarer resources like Gems, Sulfur, Mercury, Crystals. &lt;br /&gt;
&lt;br /&gt;
Cyclops Dwelling Costs only Ore+Gold at base, and they&#039;re Shooters, with &#039;&#039;Siege Walls&#039;&#039;, similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost &#039;&#039;Less&#039;&#039; [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are &#039;&#039;much&#039;&#039; better 6th Tier Units than Manticore statwise. Base Cavalier even has the Jousting ability already. And there exist Base Dwellings that Cost even less than 4000g, like &#039;&#039;Altar of Thought&#039;&#039; 3000g, &#039;&#039;Cyclops Cave&#039;&#039; 3500g, both giving better Units.&lt;br /&gt;
&lt;br /&gt;
An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity, costing 900g/unit - stronger than 1050g Scorpicore. An Upg. Efreety Sultan costing 1100g (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and Fire Shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore &#039;&#039;Cost Increase&#039;&#039; to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs).&lt;br /&gt;
&lt;br /&gt;
And no, I don&#039;t favor Dungeon/Scorpicore as my Town/Creature of Choice, even if it sounds like that XD &#039;&#039;(The Statistics speak for themselves!)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* Fair enough, I just checked the numbers and yeah Scorpicores are trash. They&#039;ll get a small number buff. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And&#039;&#039; the Manticore Lair (Base) -5 Sulfur, -1000g? To 4000g, 5 Mercury, 5 Wood, 5 Ore? &#039;&#039;*Nudge, Nudge*&#039;&#039; :D&lt;br /&gt;
&lt;br /&gt;
The Cost of Base Lair actually started bothering me more and more the deeper I went into comparing Manticores against other, &#039;&#039;proper&#039;&#039; Tier 6 Units and &#039;&#039;their&#039;&#039; usual Dwelling Costs.&lt;br /&gt;
&lt;br /&gt;
The (Upg.) Manticore Lair Costs can freely remain as they are.&lt;br /&gt;
&lt;br /&gt;
Manticores/Scorpicores really are rather Trashtier 6th lvls. You can always reverse the Cost/Stat Changes later, if it altogether becomes a too strong Buff to Dungeon. Although I honestly doubt that it will end up feeling that way. &lt;br /&gt;
&lt;br /&gt;
- Eldrin.&lt;br /&gt;
&lt;br /&gt;
* Hey Eldrin, check out 1.3.1! A lot of the stuff you&#039;ve asked for is here! - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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Zgaduję, że skoro planujesz zrobić własne polskie tłumaczenie, to pewnie komunikacja po polsku będzie łatwiejsza? (Skoryguj mnie jeśli angielski jest dla ciebie wygodniejszy!)&lt;br /&gt;
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Ogólnie, wszystkie zmiany są raczej krokiem w dobrym kierunku, chociaż może w niektórych przypadkach nie są one aż tak dotkliwe jak bym tego pragnął :D&lt;br /&gt;
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Tylko, że coś występuje kilka problemów w mojej wersji H3. Po skopiowaniu 1.3.1 wyskakuje mi błąd (ResourceManager::GetBitmap816 could not find &amp;quot;bitmap8&amp;quot; resource &amp;quot;HPS219Sh.PCX) i zniknął polepszony wgląd Bohaterów (szczegółowe info miast tylko wyświetlania Specjalności Bohaterów) - niestety nie mam uprawnień by dzielić się tutaj linkami do screenshotów ;/ . Błąd naprawiłem, gdy po porównaniu 1.3.1 z archiwum poprzedniej wersji zauważyłem, że pliki &#039;&#039;Hota.lod&#039;&#039; i &#039;&#039;Hota_lng.lod&#039;&#039;, mają iść do folderu &#039;&#039;Data&#039;&#039; (wtedy też zmiany zaczęły funkcjonować gdy odpaliłem jakąś mapę), ale wgląd Bohaterów nadal jest &#039;uproszczony&#039;, więc zgaduję, że coś jest jeszcze nie tak? Po pierszym skopiowaniu plików nie działało, zrobiłem świeżą instalkę, update HD moda i dopiero po tym zauważyłem to z plikami do &#039;&#039;Data&#039;&#039; - dzisiaj 21.10 HD mod też dostał jakąś łatkę, to może to coś sknociło? Bo jak skopiowałem Pumpkin 1.3.0 to też szczegółowego wglądu brakowało. Chyba, że jeszcze czegoś brakuje w folderze Data 1.3.1? (Mam Angielską wersję GOG)&lt;br /&gt;
&lt;br /&gt;
// Update: Yup, coś jest zdecydowanie nie tak, bo po restarcie gry, zmiany Pumpkin Patcha przestały funkcjonować.&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
Dla mnie polski, angielski, hiszpański - obojętnie. Spróbuj proszę pobrac ponownie 131 i przenieść Hota_lng.lod i Hota_lod do folderu Data. Czy teraz wszystko działa? Dzisiaj testowałem i było ok... Jak chodzi o szczegółowe info - co konkretnie nie działa? W jaki sposób? - Csaros&lt;br /&gt;
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&lt;br /&gt;
Gdy przytrzymywało się prawy przycisk myszki na obrazku Bohatera, podczas obierania Zamków, przed odpaleniem mapy, przy generowaniu Random Map, dawało to zwykle szczegółowy wgląd: jaki ten Bohater ma armię, staty, zdolności, itp. Teraz po patchu 1.3.1, prawy przycisk na bohaterze tylko wyświetla mi informacje jaką bohater ma specjalność. Jeśli dobrze kojarzę, to tę opcję z większymi szczegółami wprowadził pierwotnie HD mod. Gdy zrobiłem czystą instalację dla 1.3.1, i nacisnąłem &#039;Update&#039; na Launcherze HD moda, to zupdatował się do jakieś, niby dzisiejszej (21.10.2024) wersji 5.5 R9 ze zmianami:&lt;br /&gt;
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[ ] Library patcher_x86.dll updated to version 4.18 (bug fixed)&lt;br /&gt;
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[-] HotA 1.7.1: fixed bug with bank in factory.&lt;br /&gt;
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[ ] HotA: Some changes, fixes, optimizations in the online lobby.&lt;br /&gt;
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[ ] Some changes, fixes, optimizations.&lt;br /&gt;
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[!] SoD: HoMM3 HD libraries are now built with new development tools. Incompatibility with plugins that modify these libraries is possible. If you find an incompatibility with such a plugin, contact its author.&lt;br /&gt;
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[!] WoG/ERA HoMM3 HD libraries are now built with new development tools. Incompatibility with mods/plugins that modify these libraries is possible.&lt;br /&gt;
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Dlatego też myślałem, że może HD mod jakoś zdołał wyjść nowy czasowo tuż po twoim updacie do 1.3.1 i wyszły jakieś nieścisłości.&lt;br /&gt;
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Oprócz tego, gdy parę razy wyłączyłem i ponownie odpaliłem H3 od nowa, po czym wystartowałem nową grę na nowej mapie, ustawienia jak zmiany do &#039;&#039;Lizard Warriorów&#039;&#039;, czy &#039;&#039;Manticore Lair&#039;&#039; przestały funkcjonować, zwyczajnie staty/koszty przywróciły się do standard Hota - pomimo, że te zedytowane przez ciebie pliki były nadal na swoich odpowiednich miejscach w folderze H3. &lt;br /&gt;
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&#039;&#039;&#039;Ale ogólnie, zrobiłem teraz jeszcze raz &#039;&#039;kolejną&#039;&#039; świeżą instalację i szczegółowe statystki pod prawym przyciskiem myszki wróciły, i Pumpkin Patch nadal działa jak powinien po restarcie H3, więc może ta poprzednia instalacja się u mnie coś zchraniła. Albo też to, że poprzednio raz odpaliłem grę, zanim dodałem te brakujące pliki do folderu &#039;&#039;Data&#039;&#039;, i to mogło już coś uszkodzić, zanim je później dodałem. Jakby coś znowu zaczęło się psuć, to dam znać.&#039;&#039;&#039; &lt;br /&gt;
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- Eldrin&lt;br /&gt;
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== Krytyka i Sugestie Dalszych Zmian (Post 1.3.1) ==&lt;br /&gt;
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&#039;&#039;&#039;Imps and Familiars&#039;&#039;&#039; - Nawet fajna zmiana. Dodałbym jeszcze info &#039;&#039;Flies&#039;&#039; w opisie jednostek.&lt;br /&gt;
* Jest chyba od 1.3.2. Teraz w 1.3.4 chyba wszystkie błędy naprawione z brakującym tekstem, etc. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - Spoko, jest to napewno coś innego niż pozostali 2-poziomowi Strzelcy, i działa całkiem w porządku za te koszta jednostki. Może zamieniłbyś też Atk.&amp;lt;-&amp;gt;Def. &#039;&#039;&#039;Podstawowych &#039;&#039;Lizardman&#039;ów&#039;&#039;&#039;&#039;&#039;, żeby miały trochę większy Atak miast Obrony? (Lizard Warrior dostaje jakąś zbroje skórzaną po ulepszeniu - to może być ten odpowiednik 1 Def. różnicy :D)&lt;br /&gt;
* Fair enough. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Nice!&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Manticore Lair&#039;&#039;&#039; - całościowo powiedziałbym, że nadal kosztuje zbyt dużo w porównaniu z tym jakie jednostki daje - większość 6-poziomowych jednostek jest nadal mocniejsza niż zwykła Mantykora [np. Cyclop, Gunslinger, Unicorn]. Zmniejszenie Bazowej Budowli o 1000g jest spoko, ale &#039;&#039;&#039;Podstawowy Manticore Lair&#039;&#039;&#039; nadal nie ma powodu by kosztować dodatkowe 5 Siarki i 5 Rtęci - jak już pisałem powyżej po angielsku, wszystkie 6-poziomowe budowle w innych zamkach, co wykorzystują &#039;&#039;rzadsze surowce niż Kamień/Drewno&#039;&#039;, produkują jednostki mające jakąś dodatkową zdolność pasywną bądź aktywną (przykładowo &#039;&#039;&#039;Unicorn Glade&#039;&#039;&#039;, 5 Drewna, 5 Kameni, 10 Klejnotów, 4000g (Bardzo zbliżone koszta Budowli do Manticore Lair, zamieniając Klejnoty na Rtęć i Siarkę) - Jednostki mające &#039;&#039;Blind + Magic Res.&#039;&#039; [Ulepszona Budowla tylko &#039;&#039;5 Klejnotów!&#039;&#039;, 3000g]; &#039;&#039;&#039;Wyvern Nest&#039;&#039;&#039;, 15 Drewna, 3500g - Najtańsza budowla 6-poziomowa, ale Wyverny nie mają żadnych dodatkowych zdolności i należą do słabszych 6-tek. Nieulepszone Wyverny można za to też &#039;uratować&#039; z Dragon Fly Hives co polepsza ich sytuację. Koszt &#039;specjalnych&#039; surowców dopiero jest dodawany, na &#039;&#039;&#039;Ulepszone Wyvern Nest&#039;&#039;&#039; - &#039;&#039;10 Rtęci&#039;&#039;, 10 Drewna, 3000g - gdy zyskują &#039;&#039;Poisonous&#039;&#039;). &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Sugestia:&#039;&#039;&#039;&#039;&#039; Wyrzucenie &#039;&#039;5 Siarki&#039;&#039; [lub redukcja na &#039;&#039;3 Siarki + 3 Rtęci&#039;&#039; - choć z tym pragnąłbym jakiś mały buff jak 10-15% Venom już u samych Mantykor] z kosztów Podstawowej Budowli &#039;&#039;&amp;lt;- moja preferowana opcja&#039;&#039;, TUDZIEŻ dodanie Mantykorom 25% &#039;&#039;Paralyzing Venom&#039;&#039;. Pragnę też zaznaczyć, że po twoim przeniesieniu 1000g z &#039;&#039;&#039;&#039;&#039;Podstawowej&#039;&#039;&#039;&#039;&#039; na &#039;&#039;&#039;&#039;&#039;Ulepszoną&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;Manticore Lair&#039;&#039;&#039;, jest to teraz jedyna &#039;&#039;&#039;Ulepszona&#039;&#039;&#039; Budowla 6-poziomowa spośród wszystkich zamków, która kosztuje 4000g, wszystkie inne posiadają koszty złota wynoszące 3000g, nawet &#039;&#039;&#039;Ulepszona Hall of Darkness&#039;&#039;&#039;, produkująca najpotężniejsze 6-poziomowe jednostki. Prosiłbym więc o upuszczenie tych 1000g różnicy (Utrzymywanie równie wysokich kosztów budowli jakie były pierwotnie przed zmianami jest w przypadku Manticore Lair kompletnie niepotrzebne - nadal nie mają tak silnych istot, by gwarantować te koszta, pomimo [fajnego] polepszenie Scorpicor!). I po zmianach kosztów &#039;&#039;Mana Vortex&#039;&#039; oraz &#039;&#039;Portal of Summoning&#039;&#039;, Dungeon jest najdroższym miastem po Factory i Conflux pod względem Złota za Budowle. Te trochę zmian do &#039;&#039;Manticore Lair&#039;&#039; balansu gry nie zniszczy - &#039;&#039;a wręcz go poprawi!&#039;&#039; (Swoją drogę, pragnę zaznaczyć, że wcześniej &#039;&#039;mylnie&#039;&#039; myślałem o możliwości przeskoczenia Mantykor, by szybciej budować Smoki, ale &#039;&#039;Manticore Lair&#039;&#039; jest potrzebny by móc budować &#039;&#039;Dragon Cave&#039;&#039;, więc nawet przeskoczyć ich się nie da...)&lt;br /&gt;
* Chciałbym by Rtęć i Siarka pozostały wymaganiami, żeby budowanie Smoków było równie trudne. Ale masz rację - są strasznie drogie. Jestem gotowy zmienić koszt budynku podstawy na &#039;&#039;&#039;3&#039;&#039;&#039; rtęci, &#039;&#039;&#039;3&#039;&#039;&#039; siarki, 5 drewna, 5 kamieni, &#039;&#039;&#039;3&#039;&#039;&#039;000 złota, koszt ulepszenia cofnąć do oryginalnego. Dodawanie Venomu podstawie na innej szansie wymagałoby w zasadzie stworzenie nowej zdolności dla nich; dodawanie go w pełni na podstawie usunęłoby w ogóle potrzebę ulepszania do Skorpikor. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Ok, Super. Na Podstawowej Budowli polecałbym nawet &#039;&#039;&#039;35&#039;&#039;&#039;00g jak u Podstawki Cyclopów i Wyvern miast &#039;&#039;&#039;3&#039;&#039;&#039;000g&#039;&#039; i wszystko powinno już być git. --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) 04:46, 27 October 2024 (UTC)&lt;br /&gt;
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&#039;&#039;&#039;Magic Mirror&#039;&#039;&#039; - Nadal jest raczej słabe, jak na 5-pz Czar. Zmieniłbym na &#039;&#039;All Schools&#039;&#039; (- naprawdę sądzę, że to by bardzo do tego Spella pasowało) i dał &#039;&#039;Additionally, it removes negative spell effects (e.g. curse) but not positive spell effects (e.g. bless)&#039;&#039; - tak jak posiada Anti-Magic (o ile da się to wkodować do innego Spella). Wtedy Czar byłby git. Mógłbyś też ewentualnie miast tego obniżyć poziom na 3/4th lvl, ale powiedziałbym, że większość czarów przynajmniej 4-poziomu jest od Mirror w stanie obecnym nadal o wiele lepsza. Mirror tylko byłby przesadnie zbuffowany, jeślibyś nagle zmienił go na All-Castem - to by było OP.&lt;br /&gt;
* Nie wiem jak dodać clearowanie jakiś konkretnych efektów spellem, który normalne niczego nie clearuje. Ten spell był błędem gdy powstał. Teraz daje tak wysokie szanse na odbicie, że żaden rozsądny gracz nie rzuci łańcucha piorunów ani innych spelli na kogoś obdarzonego tym czarem. Jakby go dać do all schools, to jeszcze bardziej osłabi Air magic a już słyszałem narzekanie, że Fire jest lepszy od Air teraz. Przesunięcie do 4-poziomu: nie jestem fanem; po pierwsze, wtedy trzeba by przenieść coś z 4 do 5 (by się liczba spelli zgadzała) a po drugie, wtedy Złote Smoki byłyby jeszcze gorsze (Magic Mirror to taki AntiMagic dla złotych smoków). Jedyny sposób w jaki mógłbym polepszyć ten spell to a) zmienić koszt b) zmienić szanse c) zrobić all-cast z mniejszą szansą (ale to byłoby kind of cancer jak chodzi o usuwanie wszystkich hirków z spellami z obrażeniami). - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Osobiście uważam, że Air jest nadal spoko - Dimension Door był spellem, który kompletnie trywializował poruszanie się po mapie, zmiana jego na Fire całkiem dobrze mi odpowiadała i pasowała tematycznie (portal &#039;wypalając&#039; wyrwę w czasoprzestrzeni + oczywiście Gate u Inferno) no i Air ma jeszcze czar &#039;podróżny&#039; w postaci Fly. Chain Lightning poniekąd da się wycelować, zajęłoby raczej 3-4 casty Mirror by kompletnie zniesmaczyć Chain Lightning i AOE Debuffy (i nadal miałby 30% szansę na nieodbice w stanie obecnym). Counterstrike, Fortune, Air Shield, Precision są wszystkie spoko. Fly niwelujący dodatkowe koszta terenu czasem bardziej się opłaca niż DD. Ale jak tak jeszcze raz rzuciłem okiem na Elementarne Szkoły potrafię zrozumieć dlaczego inni graczę mogliby argumentować, że za bardzo nerfisz Air, gdybyś dał Mirror na All Schools. &#039;&#039;&#039;To co powiesz na to:&#039;&#039;&#039; 50/75/100% albo 60/80/100% na Mirror i zmniejszenie kosztów do tych samych co Anti-Magic. Wiem, że 100% może brzmieć na pierwszy rzut oka przesadnie, ale bez możliwości wkodowania &#039;oczyszczenia&#039; jednostek gdy się na nich rzuca Mirror, dużo zależy od tego czy masz pierwszy ruch w walce, by uchronić daną jednostkę przed Debuffem, dopiero później przed 1-osobowym zmiażdżeniem jak Implozja, bo nie zawsze ktoś Implozję ma. Anti-Magic wydaje się nadal silniejsze/bardziej opłacalne. Ochrona złotych smoków przeciw Implozji jest silna, ale to jest za bardzo sytuacyjne, i wydaje się raczej jak patchowanie niedociągłości jednej jednostki niż jak 5-pz spell jak Mirror powinien w rzeczywistości fungować.&lt;br /&gt;
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&#039;&#039;&#039;Mysticism&#039;&#039;&#039; - Początkowa regeneracja nadal mierna, i późniejsza mogłabybyć trochę wyższa - &#039;&#039;dałbym 5/13/25&#039;&#039; albo &#039;&#039;8/16/25&#039;&#039;. Na większych mapach (L+) wydaje się wciąż, że lepiej jest ignorować ten Skill i Bohaterów mających Mysticism od początku. (Gdy gram, balansując 3/2 - Power/Wisdom, mana prawie mi się nie kończy. Zawsze znajdzie się Miasto z Gildią, albo Magic Well w pobliżu - wystarczy tylko trochę patrzeć, gdzie się rusza Bohaterów. To po co miałbym w ogóle brać Mysticism? Wolałbym nawet mieć ten nowy Learning albo Eagle Eye XD)&lt;br /&gt;
* Miło mi słyszeć, że podoba ci się nowy Learning! Jak chodzi o Mistycyzm, moim zdaniem jest już całkiem dobry jak grasz na Impossible i chcesz wysoki Score zdobyć (by się nie wracać do zamku ciągle). Na stronie [[Mistycism]] wstawiłem porównanie z inteligencją - więc mój nowy ekspercki mistycyzm działa idealnie jesli używasz 60 many dziennie (DD, TP i &amp;quot;coś extra&amp;quot;). Poza tym, nie podoba mi się 5/13/25. Prędzej bym dał 6/11/21 (i przedstawić to jako 1+5/10/25) no może 10/20/30 (choć to chyba trochę za dużo). Co sądzisz? - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
Edit: szczerze mówiąc 6/11/21 bardzo mi sie podoba i chyba tak dam. &lt;br /&gt;
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&#039;&#039;// Ja bym szczerze gorąco polecał Ci wypróbować przynajmniej na kilku grach u siebie &#039;&#039;&#039;10/20/30&#039;&#039;&#039; na jakiś Większych Random Mapach L/XL/H + Podziemia, jeśli jesteś bardziej do tego skory niż 5/13/25 - 8/16/25 i inne kombinację (może &#039;&#039;&#039;5/15/25&#039;&#039;&#039; XD?). Też się zgodzę, że pod względem estetyki 10/20/30 wygląda najładniej jako liczba. Teraz na 5/10/20, Basic/Advanced jest mocno słabe, chyba, że ma się szybko Artefakt(y) - &#039;Mystic Orb&#039; dający dodatkowe 7 Many/dzień albo te dwa mniejsze odpowiedniki, tudzież jest to postać z Specjalnością Mistycyzm mająca już dobrą garść lvli - i nadal to, w tych specyficznych kombinacjach gdy gram, nie wydaje się &#039;aż tak silne&#039;, tylko raczej takie &#039;jakość-tak-może-ok&#039;. Jak za pierwszym razem pisałem o Mistycyzmie, wspominałem o procentowym regenerowaniu jako opcja u WOGa (10/20/30 &amp;gt;%&amp;lt;) - tą opcję testowałem wielokrotnie, wydawała się dobra [i nawet wcale nie aż tak mocna, jak się nie miało włączone 10 miast 8 Secondary Skill, niżby się na pierwszy rzut oka wydawało], ale nie przesadna - więc nie sądzę żeby nawet 10/20/30, mając tylko 8 Skill-slotów do dyspozycji, zniszczyło balans, ale sprawiłoby by Bohaterowie-Czarodzieje biliby bardziej skłonni do brania Mana-Regena nawet jeśliby nie mieli Specjalności. 30% to 90% Max Many &#039;dopiero&#039; po 3 dniach, na 15 Wisdom to 135 Many, a na mapach L+ z Podziemiami, ma się często o &#039;wiele&#039; więcej, i Procentowy Regen balansu gry nie zniszczył. Intelligence nadal wydawał się dużo mocniejszy pomimo &#039;%&#039; Regena, bo grając agresywnie i podbijając Zamki / rozplanowując ruch bohatera po już kontrolowanych terytoriach do Magicznych Studni i Zamków (+ też rzadszy Magic Spring, o którym wspomniałeś w adnotacji na stronce o Mistycyzmie), nadal o wiele prościej dało się regenerować o wiele większy zasób Many i to w pełni(!), w ciągu tylko jednego dnia(!) niż czekać na działanie &#039;procentowego&#039; Mistycyzmu do Maxa (I nawet po nerfie HOTA do 50%, Intelligence w mojej opinii jest silniejsze). 10/20/30 &#039;Punktowego&#039; Regenerowania naprawdę nie powinno się okazać nazbyt silne, da co najwyżej parę spelli w pierwszych walkach z neutralnymi NPC blokującymi drogę na mapie. Może to zwyczajnie kwestia różnych Stylów-gry - tak jak pisałeś o średniej Manie zużywanej na dzień - i ostatecznie wezmę to co dasz na Mistycyzm (HOTA z Pumpkinem jest już bardzo w porządku, i nowe Factory bardziej mi się spodobało niż w pierwszej chwili sądziłem), ale jest powód dla którego apelowałem/-uję o przynajmniej podbicie jeszcze troszkę Advanced (12-15) i Expert (przynajmniej do 25). Jeśli nie &#039;&#039;&#039;10/20/30&#039;&#039;&#039; to &#039;&#039;&#039;5/15/25&#039;&#039;&#039; brzmi chyba też całkiem nieźle ^^ ? --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) 04:46, 27 October 2024 (UTC)&lt;br /&gt;
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Dalsze pomysły:&lt;br /&gt;
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&#039;&#039;&#039;+Scholar&#039;&#039;&#039; - Przy testowaniu 1.3.1 zauważyłem, że &#039;&#039;&#039;Scholar&#039;&#039;&#039; uczy tylko 1-2/3/4-lvl max czarów. Czy zmiana na 1-3/4/5 byłaby zbyt potężna? Komponowałby się lepiej z nowym &#039;&#039;&#039;Eagle Eye&#039;&#039;&#039;.&lt;br /&gt;
* No zmiana na 3/4/5 trochę by zrujnowała cały koncept postaci Gwenneth. Byłaby dość potężna (obecnie główne ograniczenie hirków ze scholarem to wymaganie level-upu by dzielić silniejsze czary) no i tbh ja zawsze chcę mieć co najmniej jednego hirka ze scholarem tak czy siak. No i wyobraź sobie takiego Alamara, który na 2 poz. (czyli 1. tura z Battle Scholar Academy) może już uczyć wszystkich nowych hirków Wskrzeszenia... Myślę że Scholar jest okej. &lt;br /&gt;
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&#039;&#039;// Z tym się zgodzę, za szybkie dzielenie się 4th lvl Spellami, z którymi startują niektórzy Bohaterowie, na samym &#039;Advanced Scholar&#039;, mogłoby być za silne w Early-gamie. Scholar wydawał mi się już w stanie obecnym całkiem dobry, bo samo przenoszennie 4-pz Czarów jest całkiem spoko, ale wolałem podrzucić zapytanie. - korzystam raczej sporadycznie ze Scholara, jak się natrafi, na swoich Utility-Heroesach i póżniej rozsyłam by przenosiły Spelle dalej od Zamków/Głównego Bohatera, ale też nie zawsze. Tak jak teraz piszę, to ciekawe byłoby, gdyby istniał jakiś (Major?) Artefact, który by Scholar zwiększał o 1-lvl Spelli.&#039;&#039; --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) 04:46, 27 October 2024 (UTC)&lt;br /&gt;
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&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Ponownie proszę o przeniesie 5 Kamieni i 5 Drewna (:D) z kosztów Bazowych do Ulepszonych, by wyglądały: &#039;&#039;&#039;Podstawowe Dragon Cave&#039;&#039;&#039; (Czerwone Smoki) &#039;&#039;10 Drewna, 10 Kamienia&#039;&#039;, 20 Siarki, 15000g; &#039;&#039;&#039;Ulepszone Dragon Cave&#039;&#039;&#039; (Czarne Smoki) &#039;&#039;20 Drewna, 20 Kamienia&#039;&#039;, 20 Siarki, 15000g (&#039;&#039;Total costs for both dwellings remain the same.&#039;&#039;). Posiadanie takich samych kosztów Bazowych i Ulepszonych Budowli, jest dosyć &#039;nudne&#039;, a wiele innych zamków ma inaczej - szczególnie Rampart, które ma niemalże lustrzane odbicia Smoków Dungeon&#039;a (Tematycznie Dobre vs. Złe Smoki?). U Rampart &#039;&#039;&#039;Bazowe Dragon Cliffs&#039;&#039;&#039; kosztuje 30 Kamienia, 20 Kryształów, &#039;&#039;10000g&#039;&#039;, a &#039;&#039;&#039;Ulepszone Dragon Cliffs&#039;&#039;&#039; 30 Kamienia, 20 Kryształów, &#039;&#039;20000g&#039;&#039;. Kamienia i Drewna raczej na mapach nie brakuje, więc na Całościowy Balans nie powinno to raczej wpłynąć (może gracz Dungeon będzie miał 250g więcej na Budowlę Czerwonych Smoków po sprzedaniu tych 5 Kamienia/Drewna na targowisku, XD)&lt;br /&gt;
* No w zasadzie... Dobra. &lt;br /&gt;
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&#039;&#039;// Nice! &#039;&#039;--[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) 04:46, 27 October 2024 (UTC)&lt;br /&gt;
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Jeszcze raz dzięki za twoją pracę nad patchowaniem H3. Nawet jeśli postuluję o dalsze działania, twoje już zaimplementowane zmiany o wiele polepszyły moją grę w Heroes&#039;y (wreszcie gram w HOTA i nie muszę się już męczyć z WOG/Era, jeśli nie chcę zbyt odbiegających, dalszych customizacji). Mam nadzieję, że moje sugestie polepszeń nie wydają się zbyt &#039;upierdliwe&#039; XD. Dzielę się nimi z własnej miłości dla Heroes III (i mając trochę bzika na punkcie statystyk i analizowania/balansowania różnych gier...).&lt;br /&gt;
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- Eldrin&lt;br /&gt;
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* No oczywiście, że mi nie przeszkadzają! Bardzo mi miło, że ktoś chce ze mną omawiać balans gier. Masz może jakiś inny komunikator poza tym czatem? Discord, acidcave.net, etc.?&lt;br /&gt;
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&#039;&#039;// Discorda w zasadzie mam, tylko raczej bardzo rzadko z niego korzystam. &#039;&#039;&#039;Założyłem konto na acidcave.net, i podesłałem wiadomość :)&#039;&#039;&#039; . Tutaj jeszcze odpisałem powyżej na dyskusję, ale jakby co to możemy już na Kwasowej pisać.&#039;&#039; --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) 04:46, 27 October 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=143059</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=143059"/>
		<updated>2024-10-27T04:50:05Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Krytyka i Sugestie Dalszych Zmian (Post 1.3.1) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
** You&#039;ll see a different Lizard Warrior buff in 1.3.1. Don&#039;t wanna give away too much before the big day. &lt;br /&gt;
** Scorpicores were buffed - now paralyse hits 25% of the time. &lt;br /&gt;
** Glyphs of Fear and Blood Obelisk are rather weak. &lt;br /&gt;
** Dragon Cave - There is a cost reduction for unupgraded dragon dwelling (by reducing cost of Manticore lair as a proxy). But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glyph/Obelisk&#039;&#039;&#039; - Sure, OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manticores/Scorpicores&#039;&#039;&#039; - Consider that they are still relatively weak, potentially the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn&#039;t equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. &lt;br /&gt;
&lt;br /&gt;
Maybe if you don&#039;t want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - &#039;&#039;Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower&#039;&#039;, all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn&#039;t be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is &#039;&#039;really&#039;&#039; similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and &#039;&#039;Wyvern Nest&#039;&#039; Costs 3500g + 15 Wood, while &#039;&#039;Manticores Lair&#039;&#039; Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don&#039;t have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds valuable resources like 10 Mercury on top to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base, and so their 1st Unupgraded Dwellings cost valuable/rarer resources like Gems, Sulfur, Mercury, Crystals. &lt;br /&gt;
&lt;br /&gt;
Cyclops Dwelling Costs only Ore+Gold at base, and they&#039;re Shooters, with &#039;&#039;Siege Walls&#039;&#039;, similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost &#039;&#039;Less&#039;&#039; [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are &#039;&#039;much&#039;&#039; better 6th Tier Units than Manticore statwise. Base Cavalier even has the Jousting ability already. And there exist Base Dwellings that Cost even less than 4000g, like &#039;&#039;Altar of Thought&#039;&#039; 3000g, &#039;&#039;Cyclops Cave&#039;&#039; 3500g, both giving better Units.&lt;br /&gt;
&lt;br /&gt;
An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity, costing 900g/unit - stronger than 1050g Scorpicore. An Upg. Efreety Sultan costing 1100g (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and Fire Shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore &#039;&#039;Cost Increase&#039;&#039; to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs).&lt;br /&gt;
&lt;br /&gt;
And no, I don&#039;t favor Dungeon/Scorpicore as my Town/Creature of Choice, even if it sounds like that XD &#039;&#039;(The Statistics speak for themselves!)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* Fair enough, I just checked the numbers and yeah Scorpicores are trash. They&#039;ll get a small number buff. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And&#039;&#039; the Manticore Lair (Base) -5 Sulfur, -1000g? To 4000g, 5 Mercury, 5 Wood, 5 Ore? &#039;&#039;*Nudge, Nudge*&#039;&#039; :D&lt;br /&gt;
&lt;br /&gt;
The Cost of Base Lair actually started bothering me more and more the deeper I went into comparing Manticores against other, &#039;&#039;proper&#039;&#039; Tier 6 Units and &#039;&#039;their&#039;&#039; usual Dwelling Costs.&lt;br /&gt;
&lt;br /&gt;
The (Upg.) Manticore Lair Costs can freely remain as they are.&lt;br /&gt;
&lt;br /&gt;
Manticores/Scorpicores really are rather Trashtier 6th lvls. You can always reverse the Cost/Stat Changes later, if it altogether becomes a too strong Buff to Dungeon. Although I honestly doubt that it will end up feeling that way. &lt;br /&gt;
&lt;br /&gt;
- Eldrin.&lt;br /&gt;
&lt;br /&gt;
* Hey Eldrin, check out 1.3.1! A lot of the stuff you&#039;ve asked for is here! - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
Zgaduję, że skoro planujesz zrobić własne polskie tłumaczenie, to pewnie komunikacja po polsku będzie łatwiejsza? (Skoryguj mnie jeśli angielski jest dla ciebie wygodniejszy!)&lt;br /&gt;
&lt;br /&gt;
Ogólnie, wszystkie zmiany są raczej krokiem w dobrym kierunku, chociaż może w niektórych przypadkach nie są one aż tak dotkliwe jak bym tego pragnął :D&lt;br /&gt;
&lt;br /&gt;
Tylko, że coś występuje kilka problemów w mojej wersji H3. Po skopiowaniu 1.3.1 wyskakuje mi błąd (ResourceManager::GetBitmap816 could not find &amp;quot;bitmap8&amp;quot; resource &amp;quot;HPS219Sh.PCX) i zniknął polepszony wgląd Bohaterów (szczegółowe info miast tylko wyświetlania Specjalności Bohaterów) - niestety nie mam uprawnień by dzielić się tutaj linkami do screenshotów ;/ . Błąd naprawiłem, gdy po porównaniu 1.3.1 z archiwum poprzedniej wersji zauważyłem, że pliki &#039;&#039;Hota.lod&#039;&#039; i &#039;&#039;Hota_lng.lod&#039;&#039;, mają iść do folderu &#039;&#039;Data&#039;&#039; (wtedy też zmiany zaczęły funkcjonować gdy odpaliłem jakąś mapę), ale wgląd Bohaterów nadal jest &#039;uproszczony&#039;, więc zgaduję, że coś jest jeszcze nie tak? Po pierszym skopiowaniu plików nie działało, zrobiłem świeżą instalkę, update HD moda i dopiero po tym zauważyłem to z plikami do &#039;&#039;Data&#039;&#039; - dzisiaj 21.10 HD mod też dostał jakąś łatkę, to może to coś sknociło? Bo jak skopiowałem Pumpkin 1.3.0 to też szczegółowego wglądu brakowało. Chyba, że jeszcze czegoś brakuje w folderze Data 1.3.1? (Mam Angielską wersję GOG)&lt;br /&gt;
&lt;br /&gt;
// Update: Yup, coś jest zdecydowanie nie tak, bo po restarcie gry, zmiany Pumpkin Patcha przestały funkcjonować.&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
Dla mnie polski, angielski, hiszpański - obojętnie. Spróbuj proszę pobrac ponownie 131 i przenieść Hota_lng.lod i Hota_lod do folderu Data. Czy teraz wszystko działa? Dzisiaj testowałem i było ok... Jak chodzi o szczegółowe info - co konkretnie nie działa? W jaki sposób? - Csaros&lt;br /&gt;
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Gdy przytrzymywało się prawy przycisk myszki na obrazku Bohatera, podczas obierania Zamków, przed odpaleniem mapy, przy generowaniu Random Map, dawało to zwykle szczegółowy wgląd: jaki ten Bohater ma armię, staty, zdolności, itp. Teraz po patchu 1.3.1, prawy przycisk na bohaterze tylko wyświetla mi informacje jaką bohater ma specjalność. Jeśli dobrze kojarzę, to tę opcję z większymi szczegółami wprowadził pierwotnie HD mod. Gdy zrobiłem czystą instalację dla 1.3.1, i nacisnąłem &#039;Update&#039; na Launcherze HD moda, to zupdatował się do jakieś, niby dzisiejszej (21.10.2024) wersji 5.5 R9 ze zmianami:&lt;br /&gt;
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[ ] Library patcher_x86.dll updated to version 4.18 (bug fixed)&lt;br /&gt;
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[-] HotA 1.7.1: fixed bug with bank in factory.&lt;br /&gt;
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[ ] HotA: Some changes, fixes, optimizations in the online lobby.&lt;br /&gt;
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[ ] Some changes, fixes, optimizations.&lt;br /&gt;
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[!] SoD: HoMM3 HD libraries are now built with new development tools. Incompatibility with plugins that modify these libraries is possible. If you find an incompatibility with such a plugin, contact its author.&lt;br /&gt;
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[!] WoG/ERA HoMM3 HD libraries are now built with new development tools. Incompatibility with mods/plugins that modify these libraries is possible.&lt;br /&gt;
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Dlatego też myślałem, że może HD mod jakoś zdołał wyjść nowy czasowo tuż po twoim updacie do 1.3.1 i wyszły jakieś nieścisłości.&lt;br /&gt;
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Oprócz tego, gdy parę razy wyłączyłem i ponownie odpaliłem H3 od nowa, po czym wystartowałem nową grę na nowej mapie, ustawienia jak zmiany do &#039;&#039;Lizard Warriorów&#039;&#039;, czy &#039;&#039;Manticore Lair&#039;&#039; przestały funkcjonować, zwyczajnie staty/koszty przywróciły się do standard Hota - pomimo, że te zedytowane przez ciebie pliki były nadal na swoich odpowiednich miejscach w folderze H3. &lt;br /&gt;
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&#039;&#039;&#039;Ale ogólnie, zrobiłem teraz jeszcze raz &#039;&#039;kolejną&#039;&#039; świeżą instalację i szczegółowe statystki pod prawym przyciskiem myszki wróciły, i Pumpkin Patch nadal działa jak powinien po restarcie H3, więc może ta poprzednia instalacja się u mnie coś zchraniła. Albo też to, że poprzednio raz odpaliłem grę, zanim dodałem te brakujące pliki do folderu &#039;&#039;Data&#039;&#039;, i to mogło już coś uszkodzić, zanim je później dodałem. Jakby coś znowu zaczęło się psuć, to dam znać.&#039;&#039;&#039; &lt;br /&gt;
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- Eldrin&lt;br /&gt;
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== Krytyka i Sugestie Dalszych Zmian (Post 1.3.1) ==&lt;br /&gt;
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&#039;&#039;&#039;Imps and Familiars&#039;&#039;&#039; - Nawet fajna zmiana. Dodałbym jeszcze info &#039;&#039;Flies&#039;&#039; w opisie jednostek.&lt;br /&gt;
* Jest chyba od 1.3.2. Teraz w 1.3.4 chyba wszystkie błędy naprawione z brakującym tekstem, etc. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - Spoko, jest to napewno coś innego niż pozostali 2-poziomowi Strzelcy, i działa całkiem w porządku za te koszta jednostki. Może zamieniłbyś też Atk.&amp;lt;-&amp;gt;Def. &#039;&#039;&#039;Podstawowych &#039;&#039;Lizardman&#039;ów&#039;&#039;&#039;&#039;&#039;, żeby miały trochę większy Atak miast Obrony? (Lizard Warrior dostaje jakąś zbroje skórzaną po ulepszeniu - to może być ten odpowiednik 1 Def. różnicy :D)&lt;br /&gt;
* Fair enough. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Nice!&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Manticore Lair&#039;&#039;&#039; - całościowo powiedziałbym, że nadal kosztuje zbyt dużo w porównaniu z tym jakie jednostki daje - większość 6-poziomowych jednostek jest nadal mocniejsza niż zwykła Mantykora [np. Cyclop, Gunslinger, Unicorn]. Zmniejszenie Bazowej Budowli o 1000g jest spoko, ale &#039;&#039;&#039;Podstawowy Manticore Lair&#039;&#039;&#039; nadal nie ma powodu by kosztować dodatkowe 5 Siarki i 5 Rtęci - jak już pisałem powyżej po angielsku, wszystkie 6-poziomowe budowle w innych zamkach, co wykorzystują &#039;&#039;rzadsze surowce niż Kamień/Drewno&#039;&#039;, produkują jednostki mające jakąś dodatkową zdolność pasywną bądź aktywną (przykładowo &#039;&#039;&#039;Unicorn Glade&#039;&#039;&#039;, 5 Drewna, 5 Kameni, 10 Klejnotów, 4000g (Bardzo zbliżone koszta Budowli do Manticore Lair, zamieniając Klejnoty na Rtęć i Siarkę) - Jednostki mające &#039;&#039;Blind + Magic Res.&#039;&#039; [Ulepszona Budowla tylko &#039;&#039;5 Klejnotów!&#039;&#039;, 3000g]; &#039;&#039;&#039;Wyvern Nest&#039;&#039;&#039;, 15 Drewna, 3500g - Najtańsza budowla 6-poziomowa, ale Wyverny nie mają żadnych dodatkowych zdolności i należą do słabszych 6-tek. Nieulepszone Wyverny można za to też &#039;uratować&#039; z Dragon Fly Hives co polepsza ich sytuację. Koszt &#039;specjalnych&#039; surowców dopiero jest dodawany, na &#039;&#039;&#039;Ulepszone Wyvern Nest&#039;&#039;&#039; - &#039;&#039;10 Rtęci&#039;&#039;, 10 Drewna, 3000g - gdy zyskują &#039;&#039;Poisonous&#039;&#039;). &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Sugestia:&#039;&#039;&#039;&#039;&#039; Wyrzucenie &#039;&#039;5 Siarki&#039;&#039; [lub redukcja na &#039;&#039;3 Siarki + 3 Rtęci&#039;&#039; - choć z tym pragnąłbym jakiś mały buff jak 10-15% Venom już u samych Mantykor] z kosztów Podstawowej Budowli &#039;&#039;&amp;lt;- moja preferowana opcja&#039;&#039;, TUDZIEŻ dodanie Mantykorom 25% &#039;&#039;Paralyzing Venom&#039;&#039;. Pragnę też zaznaczyć, że po twoim przeniesieniu 1000g z &#039;&#039;&#039;&#039;&#039;Podstawowej&#039;&#039;&#039;&#039;&#039; na &#039;&#039;&#039;&#039;&#039;Ulepszoną&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;Manticore Lair&#039;&#039;&#039;, jest to teraz jedyna &#039;&#039;&#039;Ulepszona&#039;&#039;&#039; Budowla 6-poziomowa spośród wszystkich zamków, która kosztuje 4000g, wszystkie inne posiadają koszty złota wynoszące 3000g, nawet &#039;&#039;&#039;Ulepszona Hall of Darkness&#039;&#039;&#039;, produkująca najpotężniejsze 6-poziomowe jednostki. Prosiłbym więc o upuszczenie tych 1000g różnicy (Utrzymywanie równie wysokich kosztów budowli jakie były pierwotnie przed zmianami jest w przypadku Manticore Lair kompletnie niepotrzebne - nadal nie mają tak silnych istot, by gwarantować te koszta, pomimo [fajnego] polepszenie Scorpicor!). I po zmianach kosztów &#039;&#039;Mana Vortex&#039;&#039; oraz &#039;&#039;Portal of Summoning&#039;&#039;, Dungeon jest najdroższym miastem po Factory i Conflux pod względem Złota za Budowle. Te trochę zmian do &#039;&#039;Manticore Lair&#039;&#039; balansu gry nie zniszczy - &#039;&#039;a wręcz go poprawi!&#039;&#039; (Swoją drogę, pragnę zaznaczyć, że wcześniej &#039;&#039;mylnie&#039;&#039; myślałem o możliwości przeskoczenia Mantykor, by szybciej budować Smoki, ale &#039;&#039;Manticore Lair&#039;&#039; jest potrzebny by móc budować &#039;&#039;Dragon Cave&#039;&#039;, więc nawet przeskoczyć ich się nie da...)&lt;br /&gt;
* Chciałbym by Rtęć i Siarka pozostały wymaganiami, żeby budowanie Smoków było równie trudne. Ale masz rację - są strasznie drogie. Jestem gotowy zmienić koszt budynku podstawy na &#039;&#039;&#039;3&#039;&#039;&#039; rtęci, &#039;&#039;&#039;3&#039;&#039;&#039; siarki, 5 drewna, 5 kamieni, &#039;&#039;&#039;3&#039;&#039;&#039;000 złota, koszt ulepszenia cofnąć do oryginalnego. Dodawanie Venomu podstawie na innej szansie wymagałoby w zasadzie stworzenie nowej zdolności dla nich; dodawanie go w pełni na podstawie usunęłoby w ogóle potrzebę ulepszania do Skorpikor. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Ok, Super. Na Podstawowej Budowli polecałbym nawet &#039;&#039;&#039;35&#039;&#039;&#039;00g jak u Podstawki Cyclopów i Wyvern miast &#039;&#039;&#039;3&#039;&#039;&#039;000g&#039;&#039; i wszystko powinno już być git. --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) 04:46, 27 October 2024 (UTC)&lt;br /&gt;
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&#039;&#039;&#039;Magic Mirror&#039;&#039;&#039; - Nadal jest raczej słabe, jak na 5-pz Czar. Zmieniłbym na &#039;&#039;All Schools&#039;&#039; (- naprawdę sądzę, że to by bardzo do tego Spella pasowało) i dał &#039;&#039;Additionally, it removes negative spell effects (e.g. curse) but not positive spell effects (e.g. bless)&#039;&#039; - tak jak posiada Anti-Magic (o ile da się to wkodować do innego Spella). Wtedy Czar byłby git. Mógłbyś też ewentualnie miast tego obniżyć poziom na 3/4th lvl, ale powiedziałbym, że większość czarów przynajmniej 4-poziomu jest od Mirror w stanie obecnym nadal o wiele lepsza. Mirror tylko byłby przesadnie zbuffowany, jeślibyś nagle zmienił go na All-Castem - to by było OP.&lt;br /&gt;
* Nie wiem jak dodać clearowanie jakiś konkretnych efektów spellem, który normalne niczego nie clearuje. Ten spell był błędem gdy powstał. Teraz daje tak wysokie szanse na odbicie, że żaden rozsądny gracz nie rzuci łańcucha piorunów ani innych spelli na kogoś obdarzonego tym czarem. Jakby go dać do all schools, to jeszcze bardziej osłabi Air magic a już słyszałem narzekanie, że Fire jest lepszy od Air teraz. Przesunięcie do 4-poziomu: nie jestem fanem; po pierwsze, wtedy trzeba by przenieść coś z 4 do 5 (by się liczba spelli zgadzała) a po drugie, wtedy Złote Smoki byłyby jeszcze gorsze (Magic Mirror to taki AntiMagic dla złotych smoków). Jedyny sposób w jaki mógłbym polepszyć ten spell to a) zmienić koszt b) zmienić szanse c) zrobić all-cast z mniejszą szansą (ale to byłoby kind of cancer jak chodzi o usuwanie wszystkich hirków z spellami z obrażeniami). - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Osobiście uważam, że Air jest nadal spoko - Dimension Door był spellem, który kompletnie trywializował poruszanie się po mapie, zmiana jego na Fire całkiem dobrze mi odpowiadała i pasowała tematycznie (portal &#039;wypalając&#039; wyrwę w czasoprzestrzeni + oczywiście Gate u Inferno) no i Air ma jeszcze czar &#039;podróżny&#039; w postaci Fly. Chain Lightning poniekąd da się wycelować, zajęłoby raczej 3-4 casty Mirror by kompletnie zniesmaczyć Chain Lightning i AOE Debuffy (i nadal miałby 30% szansę na nieodbice w stanie obecnym). Counterstrike, Fortune, Air Shield, Precision są wszystkie spoko. Fly niwelujący dodatkowe koszta terenu czasem bardziej się opłaca niż DD. Ale jak tak jeszcze raz rzuciłem okiem na Elementarne Szkoły potrafię zrozumieć dlaczego inni graczę mogliby argumentować, że za bardzo nerfisz Air, gdybyś dał Mirror na All Schools. &#039;&#039;&#039;To co powiesz na to:&#039;&#039;&#039; 50/75/100% albo 60/80/100% na Mirror i zmniejszenie kosztów do tych samych co Anti-Magic. Wiem, że 100% może brzmieć na pierwszy rzut oka przesadnie, ale bez możliwości wkodowania &#039;oczyszczenia&#039; jednostek gdy się na nich rzuca Mirror, dużo zależy od tego czy masz pierwszy ruch w walce, by uchronić daną jednostkę przed Debuffem, dopiero później przed 1-osobowym zmiażdżeniem jak Implozja, bo nie zawsze ktoś Implozję ma. Anti-Magic wydaje się nadal silniejsze/bardziej opłacalne. Ochrona złotych smoków przeciw Implozji jest silna, ale to jest za bardzo sytuacyjne, i wydaje się raczej jak patchowanie niedociągłości jednej jednostki niż jak 5-pz spell jak Mirror powinien w rzeczywistości fungować.&lt;br /&gt;
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&#039;&#039;&#039;Mysticism&#039;&#039;&#039; - Początkowa regeneracja nadal mierna, i późniejsza mogłabybyć trochę wyższa - &#039;&#039;dałbym 5/13/25&#039;&#039; albo &#039;&#039;8/16/25&#039;&#039;. Na większych mapach (L+) wydaje się wciąż, że lepiej jest ignorować ten Skill i Bohaterów mających Mysticism od początku. (Gdy gram, balansując 3/2 - Power/Wisdom, mana prawie mi się nie kończy. Zawsze znajdzie się Miasto z Gildią, albo Magic Well w pobliżu - wystarczy tylko trochę patrzeć, gdzie się rusza Bohaterów. To po co miałbym w ogóle brać Mysticism? Wolałbym nawet mieć ten nowy Learning albo Eagle Eye XD)&lt;br /&gt;
* Miło mi słyszeć, że podoba ci się nowy Learning! Jak chodzi o Mistycyzm, moim zdaniem jest już całkiem dobry jak grasz na Impossible i chcesz wysoki Score zdobyć (by się nie wracać do zamku ciągle). Na stronie [[Mistycism]] wstawiłem porównanie z inteligencją - więc mój nowy ekspercki mistycyzm działa idealnie jesli używasz 60 many dziennie (DD, TP i &amp;quot;coś extra&amp;quot;). Poza tym, nie podoba mi się 5/13/25. Prędzej bym dał 6/11/21 (i przedstawić to jako 1+5/10/25) no może 10/20/30 (choć to chyba trochę za dużo). Co sądzisz? - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
Edit: szczerze mówiąc 6/11/21 bardzo mi sie podoba i chyba tak dam. &lt;br /&gt;
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&#039;&#039;// Ja bym szczerze gorąco polecał Ci wypróbować przynajmniej na kilku grach u siebie 10/20/30 na jakiś Większych Random Mapach L/XL/H z Podziemiami, jeśli jesteś bardziej do tego skory niż 5/13/25 - 8/16/25 i inne kombinację (może &#039;&#039;&#039;5/15/25&#039;&#039;&#039; XD?). Też się zgodzę, że pod względem estetyki 10/20/30 wygląda najładniej jako liczba. Teraz na 5/10/20, Basic/Advanced jest mocno słabe, chyba, że ma się szybko Artefakt(y) - &#039;Mystic Orb&#039; dający dodatkowe 7 Many/dzień albo te dwa mniejsze odpowiedniki, tudzież jest to postać z Specjalnością Mistycyzm mająca już dobrą garść lvli - i nadal to, w tych specyficznych kombinacjach gdy gram, nie wydaje się &#039;aż tak silne&#039;, tylko raczej takie &#039;jakość-tak-może-ok&#039;. Jak za pierwszym razem pisałem o Mistycyzmie, wspominałem o procentowym regenerowaniu jako opcja u WOGa (10/20/30 &amp;gt;%&amp;lt;) - tą opcję testowałem wielokrotnie, wydawała się dobra [i nawet wcale nie aż tak mocna, jak się nie miało włączone 10 miast 8 Secondary Skill, niżby się na pierwszy rzut oka wydawało], ale nie przesadna - więc nie sądzę żeby nawet 10/20/30, mając tylko 8 Skill-slotów do dyspozycji, zniszczyło balans, ale sprawiłoby by Bohaterowie-Czarodzieje biliby bardziej skłonni do brania Mana-Regena nawet jeśliby nie mieli Specjalności. 30% to 90% Max Many &#039;dopiero&#039; po 3 dniach, na 15 Wisdom to 135 Many, a na mapach L+ z Podziemiami, ma się często o &#039;wiele&#039; więcej, i Procentowy Regen balansu gry nie zniszczył. Intelligence nadal wydawał się dużo mocniejszy pomimo &#039;%&#039; Regena, bo grając agresywnie i podbijając Zamki / rozplanowując ruch bohatera po już kontrolowanych terytoriach do Magicznych Studni i Zamków (+ też rzadszy Magic Spring, o którym wspomniałeś w adnotacji na stronce o Mistycyzmie), nadal o wiele prościej dało się regenerować o wiele większy zasób Many i to w pełni(!), w ciągu tylko jednego dnia(!) niż czekać na działanie &#039;procentowego&#039; Mistycyzmu do Maxa (I nawet po nerfie HOTA do 50%, Intelligence w mojej opinii jest silniejsze). 10/20/30 &#039;Punktowego&#039; Regenerowania naprawdę nie powinno się okazać nazbyt silne, da co najwyżej parę spelli w pierwszych walkach z neutralnymi NPC blokującymi drogę na mapie. Może to zwyczajnie kwestia różnych Stylów-gry - tak jak pisałeś o średniej Manie zużytej na dzień, i ostatecznie wezmę to co dasz na Mistycyzm, ale jest powód dla którego apelowałem/-uję o przynajmniej podbicie jeszcze troszkę Advanced (12-15) i Expert (przynajmniej do 25). Jeśli nie &#039;&#039;&#039;10/20/30&#039;&#039;&#039; to &#039;&#039;&#039;5/15/25&#039;&#039;&#039; brzmi chyba też całkiem nieźle ^^ ? --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) 04:46, 27 October 2024 (UTC)&lt;br /&gt;
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Dalsze pomysły:&lt;br /&gt;
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&#039;&#039;&#039;+Scholar&#039;&#039;&#039; - Przy testowaniu 1.3.1 zauważyłem, że &#039;&#039;&#039;Scholar&#039;&#039;&#039; uczy tylko 1-2/3/4-lvl max czarów. Czy zmiana na 1-3/4/5 byłaby zbyt potężna? Komponowałby się lepiej z nowym &#039;&#039;&#039;Eagle Eye&#039;&#039;&#039;.&lt;br /&gt;
* No zmiana na 3/4/5 trochę by zrujnowała cały koncept postaci Gwenneth. Byłaby dość potężna (obecnie główne ograniczenie hirków ze scholarem to wymaganie level-upu by dzielić silniejsze czary) no i tbh ja zawsze chcę mieć co najmniej jednego hirka ze scholarem tak czy siak. No i wyobraź sobie takiego Alamara, który na 2 poz. (czyli 1. tura z Battle Scholar Academy) może już uczyć wszystkich nowych hirków Wskrzeszenia... Myślę że Scholar jest okej. &lt;br /&gt;
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&#039;&#039;// Z tym się zgodzę, za szybkie dzielenie się 4th lvl Spellami, z którymi startują niektórzy Bohaterowie, na samym &#039;Advanced Scholar&#039;, mogłoby być za silne w Early-gamie. Scholar wydawał mi się już w stanie obecnym całkiem dobry, bo samo przenoszennie 4-pz Czarów jest całkiem spoko, ale wolałem podrzucić zapytanie. - korzystam raczej sporadycznie ze Scholara, jak się natrafi, na swoich Utility-Heroesach i póżniej rozsyłam by przenosiły Spelle dalej od Zamków/Głównego Bohatera, ale też nie zawsze. Tak jak teraz piszę, to ciekawe byłoby, gdyby istniał jakiś (Major?) Artefact, który by Scholar zwiększał o 1-lvl Spelli.&#039;&#039; --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) 04:46, 27 October 2024 (UTC)&lt;br /&gt;
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&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Ponownie proszę o przeniesie 5 Kamieni i 5 Drewna (:D) z kosztów Bazowych do Ulepszonych, by wyglądały: &#039;&#039;&#039;Podstawowe Dragon Cave&#039;&#039;&#039; (Czerwone Smoki) &#039;&#039;10 Drewna, 10 Kamienia&#039;&#039;, 20 Siarki, 15000g; &#039;&#039;&#039;Ulepszone Dragon Cave&#039;&#039;&#039; (Czarne Smoki) &#039;&#039;20 Drewna, 20 Kamienia&#039;&#039;, 20 Siarki, 15000g (&#039;&#039;Total costs for both dwellings remain the same.&#039;&#039;). Posiadanie takich samych kosztów Bazowych i Ulepszonych Budowli, jest dosyć &#039;nudne&#039;, a wiele innych zamków ma inaczej - szczególnie Rampart, które ma niemalże lustrzane odbicia Smoków Dungeon&#039;a (Tematycznie Dobre vs. Złe Smoki?). U Rampart &#039;&#039;&#039;Bazowe Dragon Cliffs&#039;&#039;&#039; kosztuje 30 Kamienia, 20 Kryształów, &#039;&#039;10000g&#039;&#039;, a &#039;&#039;&#039;Ulepszone Dragon Cliffs&#039;&#039;&#039; 30 Kamienia, 20 Kryształów, &#039;&#039;20000g&#039;&#039;. Kamienia i Drewna raczej na mapach nie brakuje, więc na Całościowy Balans nie powinno to raczej wpłynąć (może gracz Dungeon będzie miał 250g więcej na Budowlę Czerwonych Smoków po sprzedaniu tych 5 Kamienia/Drewna na targowisku, XD)&lt;br /&gt;
* No w zasadzie... Dobra. &lt;br /&gt;
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&#039;&#039;// Nice! &#039;&#039;--[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) 04:46, 27 October 2024 (UTC)&lt;br /&gt;
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Jeszcze raz dzięki za twoją pracę nad patchowaniem H3. Nawet jeśli postuluję o dalsze działania, twoje już zaimplementowane zmiany o wiele polepszyły moją grę w Heroes&#039;y (wreszcie gram w HOTA i nie muszę się już męczyć z WOG/Era, jeśli nie chcę zbyt odbiegających, dalszych customizacji). Mam nadzieję, że moje sugestie polepszeń nie wydają się zbyt &#039;upierdliwe&#039; XD. Dzielę się nimi z własnej miłości dla Heroes III (i mając trochę bzika na punkcie statystyk i analizowania/balansowania różnych gier...).&lt;br /&gt;
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- Eldrin&lt;br /&gt;
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* No oczywiście, że mi nie przeszkadzają! Bardzo mi miło, że ktoś chce ze mną omawiać balans gier. Masz może jakiś inny komunikator poza tym czatem? Discord, acidcave.net, etc.?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;// Discorda w zasadzie mam, tylko raczej bardzo rzadko z niego korzystam. &#039;&#039;&#039;Założyłem konto na acidcave.net, i podesłałem wiadomość :)&#039;&#039;&#039; . Tutaj jeszcze odpisałem powyżej na dyskusję, ale jakby co to możemy już na Kwasowej pisać.&#039;&#039; --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) 04:46, 27 October 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=143058</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=143058"/>
		<updated>2024-10-27T04:46:36Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Krytyka i Sugestie Dalszych Zmian (Post 1.3.1) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
** You&#039;ll see a different Lizard Warrior buff in 1.3.1. Don&#039;t wanna give away too much before the big day. &lt;br /&gt;
** Scorpicores were buffed - now paralyse hits 25% of the time. &lt;br /&gt;
** Glyphs of Fear and Blood Obelisk are rather weak. &lt;br /&gt;
** Dragon Cave - There is a cost reduction for unupgraded dragon dwelling (by reducing cost of Manticore lair as a proxy). But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glyph/Obelisk&#039;&#039;&#039; - Sure, OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manticores/Scorpicores&#039;&#039;&#039; - Consider that they are still relatively weak, potentially the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn&#039;t equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. &lt;br /&gt;
&lt;br /&gt;
Maybe if you don&#039;t want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - &#039;&#039;Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower&#039;&#039;, all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn&#039;t be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is &#039;&#039;really&#039;&#039; similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and &#039;&#039;Wyvern Nest&#039;&#039; Costs 3500g + 15 Wood, while &#039;&#039;Manticores Lair&#039;&#039; Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don&#039;t have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds valuable resources like 10 Mercury on top to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base, and so their 1st Unupgraded Dwellings cost valuable/rarer resources like Gems, Sulfur, Mercury, Crystals. &lt;br /&gt;
&lt;br /&gt;
Cyclops Dwelling Costs only Ore+Gold at base, and they&#039;re Shooters, with &#039;&#039;Siege Walls&#039;&#039;, similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost &#039;&#039;Less&#039;&#039; [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are &#039;&#039;much&#039;&#039; better 6th Tier Units than Manticore statwise. Base Cavalier even has the Jousting ability already. And there exist Base Dwellings that Cost even less than 4000g, like &#039;&#039;Altar of Thought&#039;&#039; 3000g, &#039;&#039;Cyclops Cave&#039;&#039; 3500g, both giving better Units.&lt;br /&gt;
&lt;br /&gt;
An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity, costing 900g/unit - stronger than 1050g Scorpicore. An Upg. Efreety Sultan costing 1100g (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and Fire Shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore &#039;&#039;Cost Increase&#039;&#039; to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs).&lt;br /&gt;
&lt;br /&gt;
And no, I don&#039;t favor Dungeon/Scorpicore as my Town/Creature of Choice, even if it sounds like that XD &#039;&#039;(The Statistics speak for themselves!)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* Fair enough, I just checked the numbers and yeah Scorpicores are trash. They&#039;ll get a small number buff. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And&#039;&#039; the Manticore Lair (Base) -5 Sulfur, -1000g? To 4000g, 5 Mercury, 5 Wood, 5 Ore? &#039;&#039;*Nudge, Nudge*&#039;&#039; :D&lt;br /&gt;
&lt;br /&gt;
The Cost of Base Lair actually started bothering me more and more the deeper I went into comparing Manticores against other, &#039;&#039;proper&#039;&#039; Tier 6 Units and &#039;&#039;their&#039;&#039; usual Dwelling Costs.&lt;br /&gt;
&lt;br /&gt;
The (Upg.) Manticore Lair Costs can freely remain as they are.&lt;br /&gt;
&lt;br /&gt;
Manticores/Scorpicores really are rather Trashtier 6th lvls. You can always reverse the Cost/Stat Changes later, if it altogether becomes a too strong Buff to Dungeon. Although I honestly doubt that it will end up feeling that way. &lt;br /&gt;
&lt;br /&gt;
- Eldrin.&lt;br /&gt;
&lt;br /&gt;
* Hey Eldrin, check out 1.3.1! A lot of the stuff you&#039;ve asked for is here! - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
Zgaduję, że skoro planujesz zrobić własne polskie tłumaczenie, to pewnie komunikacja po polsku będzie łatwiejsza? (Skoryguj mnie jeśli angielski jest dla ciebie wygodniejszy!)&lt;br /&gt;
&lt;br /&gt;
Ogólnie, wszystkie zmiany są raczej krokiem w dobrym kierunku, chociaż może w niektórych przypadkach nie są one aż tak dotkliwe jak bym tego pragnął :D&lt;br /&gt;
&lt;br /&gt;
Tylko, że coś występuje kilka problemów w mojej wersji H3. Po skopiowaniu 1.3.1 wyskakuje mi błąd (ResourceManager::GetBitmap816 could not find &amp;quot;bitmap8&amp;quot; resource &amp;quot;HPS219Sh.PCX) i zniknął polepszony wgląd Bohaterów (szczegółowe info miast tylko wyświetlania Specjalności Bohaterów) - niestety nie mam uprawnień by dzielić się tutaj linkami do screenshotów ;/ . Błąd naprawiłem, gdy po porównaniu 1.3.1 z archiwum poprzedniej wersji zauważyłem, że pliki &#039;&#039;Hota.lod&#039;&#039; i &#039;&#039;Hota_lng.lod&#039;&#039;, mają iść do folderu &#039;&#039;Data&#039;&#039; (wtedy też zmiany zaczęły funkcjonować gdy odpaliłem jakąś mapę), ale wgląd Bohaterów nadal jest &#039;uproszczony&#039;, więc zgaduję, że coś jest jeszcze nie tak? Po pierszym skopiowaniu plików nie działało, zrobiłem świeżą instalkę, update HD moda i dopiero po tym zauważyłem to z plikami do &#039;&#039;Data&#039;&#039; - dzisiaj 21.10 HD mod też dostał jakąś łatkę, to może to coś sknociło? Bo jak skopiowałem Pumpkin 1.3.0 to też szczegółowego wglądu brakowało. Chyba, że jeszcze czegoś brakuje w folderze Data 1.3.1? (Mam Angielską wersję GOG)&lt;br /&gt;
&lt;br /&gt;
// Update: Yup, coś jest zdecydowanie nie tak, bo po restarcie gry, zmiany Pumpkin Patcha przestały funkcjonować.&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
Dla mnie polski, angielski, hiszpański - obojętnie. Spróbuj proszę pobrac ponownie 131 i przenieść Hota_lng.lod i Hota_lod do folderu Data. Czy teraz wszystko działa? Dzisiaj testowałem i było ok... Jak chodzi o szczegółowe info - co konkretnie nie działa? W jaki sposób? - Csaros&lt;br /&gt;
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Gdy przytrzymywało się prawy przycisk myszki na obrazku Bohatera, podczas obierania Zamków, przed odpaleniem mapy, przy generowaniu Random Map, dawało to zwykle szczegółowy wgląd: jaki ten Bohater ma armię, staty, zdolności, itp. Teraz po patchu 1.3.1, prawy przycisk na bohaterze tylko wyświetla mi informacje jaką bohater ma specjalność. Jeśli dobrze kojarzę, to tę opcję z większymi szczegółami wprowadził pierwotnie HD mod. Gdy zrobiłem czystą instalację dla 1.3.1, i nacisnąłem &#039;Update&#039; na Launcherze HD moda, to zupdatował się do jakieś, niby dzisiejszej (21.10.2024) wersji 5.5 R9 ze zmianami:&lt;br /&gt;
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[ ] Library patcher_x86.dll updated to version 4.18 (bug fixed)&lt;br /&gt;
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[-] HotA 1.7.1: fixed bug with bank in factory.&lt;br /&gt;
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[ ] HotA: Some changes, fixes, optimizations in the online lobby.&lt;br /&gt;
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[ ] Some changes, fixes, optimizations.&lt;br /&gt;
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[!] SoD: HoMM3 HD libraries are now built with new development tools. Incompatibility with plugins that modify these libraries is possible. If you find an incompatibility with such a plugin, contact its author.&lt;br /&gt;
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[!] WoG/ERA HoMM3 HD libraries are now built with new development tools. Incompatibility with mods/plugins that modify these libraries is possible.&lt;br /&gt;
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Dlatego też myślałem, że może HD mod jakoś zdołał wyjść nowy czasowo tuż po twoim updacie do 1.3.1 i wyszły jakieś nieścisłości.&lt;br /&gt;
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Oprócz tego, gdy parę razy wyłączyłem i ponownie odpaliłem H3 od nowa, po czym wystartowałem nową grę na nowej mapie, ustawienia jak zmiany do &#039;&#039;Lizard Warriorów&#039;&#039;, czy &#039;&#039;Manticore Lair&#039;&#039; przestały funkcjonować, zwyczajnie staty/koszty przywróciły się do standard Hota - pomimo, że te zedytowane przez ciebie pliki były nadal na swoich odpowiednich miejscach w folderze H3. &lt;br /&gt;
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&#039;&#039;&#039;Ale ogólnie, zrobiłem teraz jeszcze raz &#039;&#039;kolejną&#039;&#039; świeżą instalację i szczegółowe statystki pod prawym przyciskiem myszki wróciły, i Pumpkin Patch nadal działa jak powinien po restarcie H3, więc może ta poprzednia instalacja się u mnie coś zchraniła. Albo też to, że poprzednio raz odpaliłem grę, zanim dodałem te brakujące pliki do folderu &#039;&#039;Data&#039;&#039;, i to mogło już coś uszkodzić, zanim je później dodałem. Jakby coś znowu zaczęło się psuć, to dam znać.&#039;&#039;&#039; &lt;br /&gt;
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- Eldrin&lt;br /&gt;
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== Krytyka i Sugestie Dalszych Zmian (Post 1.3.1) ==&lt;br /&gt;
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&#039;&#039;&#039;Imps and Familiars&#039;&#039;&#039; - Nawet fajna zmiana. Dodałbym jeszcze info &#039;&#039;Flies&#039;&#039; w opisie jednostek.&lt;br /&gt;
* Jest chyba od 1.3.2. Teraz w 1.3.4 chyba wszystkie błędy naprawione z brakującym tekstem, etc. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - Spoko, jest to napewno coś innego niż pozostali 2-poziomowi Strzelcy, i działa całkiem w porządku za te koszta jednostki. Może zamieniłbyś też Atk.&amp;lt;-&amp;gt;Def. &#039;&#039;&#039;Podstawowych &#039;&#039;Lizardman&#039;ów&#039;&#039;&#039;&#039;&#039;, żeby miały trochę większy Atak miast Obrony? (Lizard Warrior dostaje jakąś zbroje skórzaną po ulepszeniu - to może być ten odpowiednik 1 Def. różnicy :D)&lt;br /&gt;
* Fair enough. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Nice!&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Manticore Lair&#039;&#039;&#039; - całościowo powiedziałbym, że nadal kosztuje zbyt dużo w porównaniu z tym jakie jednostki daje - większość 6-poziomowych jednostek jest nadal mocniejsza niż zwykła Mantykora [np. Cyclop, Gunslinger, Unicorn]. Zmniejszenie Bazowej Budowli o 1000g jest spoko, ale &#039;&#039;&#039;Podstawowy Manticore Lair&#039;&#039;&#039; nadal nie ma powodu by kosztować dodatkowe 5 Siarki i 5 Rtęci - jak już pisałem powyżej po angielsku, wszystkie 6-poziomowe budowle w innych zamkach, co wykorzystują &#039;&#039;rzadsze surowce niż Kamień/Drewno&#039;&#039;, produkują jednostki mające jakąś dodatkową zdolność pasywną bądź aktywną (przykładowo &#039;&#039;&#039;Unicorn Glade&#039;&#039;&#039;, 5 Drewna, 5 Kameni, 10 Klejnotów, 4000g (Bardzo zbliżone koszta Budowli do Manticore Lair, zamieniając Klejnoty na Rtęć i Siarkę) - Jednostki mające &#039;&#039;Blind + Magic Res.&#039;&#039; [Ulepszona Budowla tylko &#039;&#039;5 Klejnotów!&#039;&#039;, 3000g]; &#039;&#039;&#039;Wyvern Nest&#039;&#039;&#039;, 15 Drewna, 3500g - Najtańsza budowla 6-poziomowa, ale Wyverny nie mają żadnych dodatkowych zdolności i należą do słabszych 6-tek. Nieulepszone Wyverny można za to też &#039;uratować&#039; z Dragon Fly Hives co polepsza ich sytuację. Koszt &#039;specjalnych&#039; surowców dopiero jest dodawany, na &#039;&#039;&#039;Ulepszone Wyvern Nest&#039;&#039;&#039; - &#039;&#039;10 Rtęci&#039;&#039;, 10 Drewna, 3000g - gdy zyskują &#039;&#039;Poisonous&#039;&#039;). &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Sugestia:&#039;&#039;&#039;&#039;&#039; Wyrzucenie &#039;&#039;5 Siarki&#039;&#039; [lub redukcja na &#039;&#039;3 Siarki + 3 Rtęci&#039;&#039; - choć z tym pragnąłbym jakiś mały buff jak 10-15% Venom już u samych Mantykor] z kosztów Podstawowej Budowli &#039;&#039;&amp;lt;- moja preferowana opcja&#039;&#039;, TUDZIEŻ dodanie Mantykorom 25% &#039;&#039;Paralyzing Venom&#039;&#039;. Pragnę też zaznaczyć, że po twoim przeniesieniu 1000g z &#039;&#039;&#039;&#039;&#039;Podstawowej&#039;&#039;&#039;&#039;&#039; na &#039;&#039;&#039;&#039;&#039;Ulepszoną&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;Manticore Lair&#039;&#039;&#039;, jest to teraz jedyna &#039;&#039;&#039;Ulepszona&#039;&#039;&#039; Budowla 6-poziomowa spośród wszystkich zamków, która kosztuje 4000g, wszystkie inne posiadają koszty złota wynoszące 3000g, nawet &#039;&#039;&#039;Ulepszona Hall of Darkness&#039;&#039;&#039;, produkująca najpotężniejsze 6-poziomowe jednostki. Prosiłbym więc o upuszczenie tych 1000g różnicy (Utrzymywanie równie wysokich kosztów budowli jakie były pierwotnie przed zmianami jest w przypadku Manticore Lair kompletnie niepotrzebne - nadal nie mają tak silnych istot, by gwarantować te koszta, pomimo [fajnego] polepszenie Scorpicor!). I po zmianach kosztów &#039;&#039;Mana Vortex&#039;&#039; oraz &#039;&#039;Portal of Summoning&#039;&#039;, Dungeon jest najdroższym miastem po Factory i Conflux pod względem Złota za Budowle. Te trochę zmian do &#039;&#039;Manticore Lair&#039;&#039; balansu gry nie zniszczy - &#039;&#039;a wręcz go poprawi!&#039;&#039; (Swoją drogę, pragnę zaznaczyć, że wcześniej &#039;&#039;mylnie&#039;&#039; myślałem o możliwości przeskoczenia Mantykor, by szybciej budować Smoki, ale &#039;&#039;Manticore Lair&#039;&#039; jest potrzebny by móc budować &#039;&#039;Dragon Cave&#039;&#039;, więc nawet przeskoczyć ich się nie da...)&lt;br /&gt;
* Chciałbym by Rtęć i Siarka pozostały wymaganiami, żeby budowanie Smoków było równie trudne. Ale masz rację - są strasznie drogie. Jestem gotowy zmienić koszt budynku podstawy na &#039;&#039;&#039;3&#039;&#039;&#039; rtęci, &#039;&#039;&#039;3&#039;&#039;&#039; siarki, 5 drewna, 5 kamieni, &#039;&#039;&#039;3&#039;&#039;&#039;000 złota, koszt ulepszenia cofnąć do oryginalnego. Dodawanie Venomu podstawie na innej szansie wymagałoby w zasadzie stworzenie nowej zdolności dla nich; dodawanie go w pełni na podstawie usunęłoby w ogóle potrzebę ulepszania do Skorpikor. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Ok, Super. Na Podstawowej Budowli polecałbym nawet &#039;&#039;&#039;35&#039;&#039;&#039;00g jak u Podstawki Cyclopów i Wyvern miast &#039;&#039;&#039;3&#039;&#039;&#039;000g&#039;&#039; i wszystko powinno już być git. --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) 04:46, 27 October 2024 (UTC)&lt;br /&gt;
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&#039;&#039;&#039;Magic Mirror&#039;&#039;&#039; - Nadal jest raczej słabe, jak na 5-pz Czar. Zmieniłbym na &#039;&#039;All Schools&#039;&#039; (- naprawdę sądzę, że to by bardzo do tego Spella pasowało) i dał &#039;&#039;Additionally, it removes negative spell effects (e.g. curse) but not positive spell effects (e.g. bless)&#039;&#039; - tak jak posiada Anti-Magic (o ile da się to wkodować do innego Spella). Wtedy Czar byłby git. Mógłbyś też ewentualnie miast tego obniżyć poziom na 3/4th lvl, ale powiedziałbym, że większość czarów przynajmniej 4-poziomu jest od Mirror w stanie obecnym nadal o wiele lepsza. Mirror tylko byłby przesadnie zbuffowany, jeślibyś nagle zmienił go na All-Castem - to by było OP.&lt;br /&gt;
* Nie wiem jak dodać clearowanie jakiś konkretnych efektów spellem, który normalne niczego nie clearuje. Ten spell był błędem gdy powstał. Teraz daje tak wysokie szanse na odbicie, że żaden rozsądny gracz nie rzuci łańcucha piorunów ani innych spelli na kogoś obdarzonego tym czarem. Jakby go dać do all schools, to jeszcze bardziej osłabi Air magic a już słyszałem narzekanie, że Fire jest lepszy od Air teraz. Przesunięcie do 4-poziomu: nie jestem fanem; po pierwsze, wtedy trzeba by przenieść coś z 4 do 5 (by się liczba spelli zgadzała) a po drugie, wtedy Złote Smoki byłyby jeszcze gorsze (Magic Mirror to taki AntiMagic dla złotych smoków). Jedyny sposób w jaki mógłbym polepszyć ten spell to a) zmienić koszt b) zmienić szanse c) zrobić all-cast z mniejszą szansą (ale to byłoby kind of cancer jak chodzi o usuwanie wszystkich hirków z spellami z obrażeniami). - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;// Osobiście uważam, że Air jest nadal spoko - Dimension Door był spellem, który kompletnie trywializował poruszanie się po mapie, zmiana jego na Fire całkiem dobrze mi odpowiadała i pasowała tematycznie (portal &#039;wypalając&#039; wyrwę w czasoprzestrzeni + oczywiście Gate u Inferno) no i Air ma jeszcze czar &#039;podróżny&#039; w postaci Fly. Chain Lightning poniekąd da się wycelować, zajęłoby raczej 3-4 casty Mirror by kompletnie zniesmaczyć Chain Lightning i AOE Debuffy (i nadal miałby 30% szansę na nieodbice w stanie obecnym). Counterstrike, Fortune, Air Shield, Precision są wszystkie spoko. Fly niwelujący dodatkowe koszta terenu czasem bardziej się opłaca niż DD. Ale jak tak jeszcze raz rzuciłem okiem na Elementarne Szkoły potrafię zrozumieć dlaczego inni graczę mogliby argumentować, że za bardzo nerfisz Air, gdybyś dał Mirror na All Schools. &#039;&#039;&#039;To co powiesz na to:&#039;&#039;&#039; 50/75/100% albo 60/80/100% na Mirror i zmniejszenie kosztów do tych samych co Anti-Magic. Wiem, że 100% może brzmieć na pierwszy rzut oka przesadnie, ale bez możliwości wkodowania &#039;oczyszczenia&#039; jednostek gdy się na nich rzuca Mirror, dużo zależy od tego czy masz pierwszy ruch w walce, by uchronić daną jednostkę przed Debuffem, dopiero później przed 1-osobowym zmiażdżeniem jak Implozja, bo nie zawsze ktoś Implozję ma. Anti-Magic wydaje się nadal silniejsze/bardziej opłacalne. Ochrona złotych smoków przeciw Implozji jest silna, ale to jest za bardzo sytuacyjne, i wydaje się raczej jak patchowanie niedociągłości jednej jednostki niż jak 5-pz spell jak Mirror powinien w rzeczywistości fungować.&lt;br /&gt;
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&#039;&#039;&#039;Mysticism&#039;&#039;&#039; - Początkowa regeneracja nadal mierna, i późniejsza mogłabybyć trochę wyższa - &#039;&#039;dałbym 5/13/25&#039;&#039; albo &#039;&#039;8/16/25&#039;&#039;. Na większych mapach (L+) wydaje się wciąż, że lepiej jest ignorować ten Skill i Bohaterów mających Mysticism od początku. (Gdy gram, balansując 3/2 - Power/Wisdom, mana prawie mi się nie kończy. Zawsze znajdzie się Miasto z Gildią, albo Magic Well w pobliżu - wystarczy tylko trochę patrzeć, gdzie się rusza Bohaterów. To po co miałbym w ogóle brać Mysticism? Wolałbym nawet mieć ten nowy Learning albo Eagle Eye XD)&lt;br /&gt;
* Miło mi słyszeć, że podoba ci się nowy Learning! Jak chodzi o Mistycyzm, moim zdaniem jest już całkiem dobry jak grasz na Impossible i chcesz wysoki Score zdobyć (by się nie wracać do zamku ciągle). Na stronie [[Mistycism]] wstawiłem porównanie z inteligencją - więc mój nowy ekspercki mistycyzm działa idealnie jesli używasz 60 many dziennie (DD, TP i &amp;quot;coś extra&amp;quot;). Poza tym, nie podoba mi się 5/13/25. Prędzej bym dał 6/11/21 (i przedstawić to jako 1+5/10/25) no może 10/20/30 (choć to chyba trochę za dużo). Co sądzisz? - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
Edit: szczerze mówiąc 6/11/21 bardzo mi sie podoba i chyba tak dam. &lt;br /&gt;
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&#039;&#039;// Ja bym szczerze gorąco polecał Ci wypróbować przynajmniej na kilku grach u siebie 10/20/30 na jakiś Większych Random Mapach L/XL/H z Podziemiami, jeśli jesteś bardziej do tego skory niż 5/13/25 - 8/16/25 i inne kombinację (może &#039;&#039;&#039;5/15/25&#039;&#039;&#039; XD?). Też się zgodzę, że pod względem estetyki 10/20/30 wygląda najładniej jako liczba. Teraz na 5/10/20, Basic/Advanced jest mocno słabe, chyba, że ma się szybko Artefakt(y) - &#039;Mystic Orb&#039; dający dodatkowe 7 Many/dzień albo te dwa mniejsze odpowiedniki, tudzież jest to postać z Specjalnością Mistycyzm mająca już dobrą garść lvli - i nadal to, w tych specyficznych kombinacjach gdy gram, nie wydaje się &#039;aż tak silne&#039;, tylko raczej takie &#039;jakość-tak-może-ok&#039;. Jak za pierwszym razem pisałem o Mistycyzmie, wspominałem o procentowym regenerowaniu jako opcja u WOGa (10/20/30 &amp;gt;%&amp;lt;) - tą opcję testowałem wielokrotnie, wydawała się dobra [i nawet wcale nie aż tak mocna, jak się nie miało włączone 10 miast 8 Secondary Skill, niżby się na pierwszy rzut oka wydawało], ale nie przesadna - więc nie sądzę żeby nawet 10/20/30, mając tylko 8 Skill-slotów do dyspozycji, zniszczyło balans, ale sprawiłoby by Bohaterowie-Czarodzieje biliby bardziej skłonni do brania Mana-Regena nawet jeśliby nie mieli Specjalności. 30% to 90% Max Many &#039;dopiero&#039; po 3 dniach, na 15 Wisdom to 135 Many, a na mapach L+ z Podziemiami, ma się często o &#039;wiele&#039; więcej, i Procentowy Regen balansu gry nie zniszczył. Intelligence nadal wydawał się dużo mocniejszy pomimo &#039;%&#039; Regena, bo grając agresywnie i podbijając Zamki / rozplanowując ruch bohatera po już kontrolowanych terytoriach do Magicznych Studni i Zamków, nadal o wiele prościej dało się regenerować o wiele większy zasób Many i to w pełni(!), w ciągu tylko jednego dnia(!) niż czekać na działanie &#039;procentowego&#039; Mistycyzmu do Maxa (I nawet po nerfie HOTA do 50%, Intelligence w mojej opinii jest silniejsze). 10/20/30 &#039;Punktowego&#039; Regenerowania naprawdę nie powinno się okazać nazbyt silne, da co najwyżej parę spelli w pierwszych walkach z neutralnymi NPC blokującymi drogę na mapie. Może to zwyczajnie kwestia różnych Stylów-gry, i ostatecznie wezmę to co dasz na Mistycyzm, ale jest powód dla którego apelowałem/-uję o przynajmniej podbicie jeszcze troszkę Advanced (12-15) i Expert (przynajmniej do 25). Jeśli nie &#039;&#039;&#039;10/20/30&#039;&#039;&#039; to &#039;&#039;&#039;5/15/25&#039;&#039;&#039; brzmi chyba też całkiem nieźle ^^ ? --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) 04:46, 27 October 2024 (UTC)&lt;br /&gt;
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Dalsze pomysły:&lt;br /&gt;
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&#039;&#039;&#039;+Scholar&#039;&#039;&#039; - Przy testowaniu 1.3.1 zauważyłem, że &#039;&#039;&#039;Scholar&#039;&#039;&#039; uczy tylko 1-2/3/4-lvl max czarów. Czy zmiana na 1-3/4/5 byłaby zbyt potężna? Komponowałby się lepiej z nowym &#039;&#039;&#039;Eagle Eye&#039;&#039;&#039;.&lt;br /&gt;
* No zmiana na 3/4/5 trochę by zrujnowała cały koncept postaci Gwenneth. Byłaby dość potężna (obecnie główne ograniczenie hirków ze scholarem to wymaganie level-upu by dzielić silniejsze czary) no i tbh ja zawsze chcę mieć co najmniej jednego hirka ze scholarem tak czy siak. No i wyobraź sobie takiego Alamara, który na 2 poz. (czyli 1. tura z Battle Scholar Academy) może już uczyć wszystkich nowych hirków Wskrzeszenia... Myślę że Scholar jest okej. &lt;br /&gt;
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&#039;&#039;// Z tym się zgodzę, za szybkie dzielenie się 4th lvl Spellami, z którymi startują niektórzy Bohaterowie, na samym &#039;Advanced Scholar&#039;, mogłoby być za silne w Early-gamie. Scholar wydawał mi się już w stanie obecnym całkiem dobry, bo samo przenoszennie 4-pz Czarów jest całkiem spoko, ale wolałem podrzucić zapytanie. - korzystam raczej sporadycznie ze Scholara, jak się natrafi, na swoich Utility-Heroesach i póżniej rozsyłam by przenosiły Spelle dalej od Zamków/Głównego Bohatera, ale też nie zawsze. Tak jak teraz piszę, to ciekawe byłoby, gdyby istniał jakiś (Major?) Artefact, który by Scholar zwiększał o 1-lvl Spelli.&#039;&#039; --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) 04:46, 27 October 2024 (UTC)&lt;br /&gt;
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&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Ponownie proszę o przeniesie 5 Kamieni i 5 Drewna (:D) z kosztów Bazowych do Ulepszonych, by wyglądały: &#039;&#039;&#039;Podstawowe Dragon Cave&#039;&#039;&#039; (Czerwone Smoki) &#039;&#039;10 Drewna, 10 Kamienia&#039;&#039;, 20 Siarki, 15000g; &#039;&#039;&#039;Ulepszone Dragon Cave&#039;&#039;&#039; (Czarne Smoki) &#039;&#039;20 Drewna, 20 Kamienia&#039;&#039;, 20 Siarki, 15000g (&#039;&#039;Total costs for both dwellings remain the same.&#039;&#039;). Posiadanie takich samych kosztów Bazowych i Ulepszonych Budowli, jest dosyć &#039;nudne&#039;, a wiele innych zamków ma inaczej - szczególnie Rampart, które ma niemalże lustrzane odbicia Smoków Dungeon&#039;a (Tematycznie Dobre vs. Złe Smoki?). U Rampart &#039;&#039;&#039;Bazowe Dragon Cliffs&#039;&#039;&#039; kosztuje 30 Kamienia, 20 Kryształów, &#039;&#039;10000g&#039;&#039;, a &#039;&#039;&#039;Ulepszone Dragon Cliffs&#039;&#039;&#039; 30 Kamienia, 20 Kryształów, &#039;&#039;20000g&#039;&#039;. Kamienia i Drewna raczej na mapach nie brakuje, więc na Całościowy Balans nie powinno to raczej wpłynąć (może gracz Dungeon będzie miał 250g więcej na Budowlę Czerwonych Smoków po sprzedaniu tych 5 Kamienia/Drewna na targowisku, XD)&lt;br /&gt;
* No w zasadzie... Dobra. &lt;br /&gt;
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&#039;&#039;// Nice! &#039;&#039;--[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) 04:46, 27 October 2024 (UTC)&lt;br /&gt;
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Jeszcze raz dzięki za twoją pracę nad patchowaniem H3. Nawet jeśli postuluję o dalsze działania, twoje już zaimplementowane zmiany o wiele polepszyły moją grę w Heroes&#039;y (wreszcie gram w HOTA i nie muszę się już męczyć z WOG/Era, jeśli nie chcę zbyt odbiegających, dalszych customizacji). Mam nadzieję, że moje sugestie polepszeń nie wydają się zbyt &#039;upierdliwe&#039; XD. Dzielę się nimi z własnej miłości dla Heroes III (i mając trochę bzika na punkcie statystyk i analizowania/balansowania różnych gier...).&lt;br /&gt;
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- Eldrin&lt;br /&gt;
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* No oczywiście, że mi nie przeszkadzają! Bardzo mi miło, że ktoś chce ze mną omawiać balans gier. Masz może jakiś inny komunikator poza tym czatem? Discord, acidcave.net, etc.?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;// Discorda w zasadzie mam, tylko raczej bardzo rzadko z niego korzystam. &#039;&#039;&#039;Założyłem konto na acidcave.net, i podesłałem wiadomość :)&#039;&#039;&#039; . Tutaj jeszcze odpisałem powyżej na dyskusję, ale jakby co to możemy już na Kwasowej pisać.&#039;&#039; --[[User:Eldrin|Eldrin]] ([[User talk:Eldrin|talk]]) 04:46, 27 October 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=143054</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=143054"/>
		<updated>2024-10-26T18:02:41Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Pumpkin Patch - User Requests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
** You&#039;ll see a different Lizard Warrior buff in 1.3.1. Don&#039;t wanna give away too much before the big day. &lt;br /&gt;
** Scorpicores were buffed - now paralyse hits 25% of the time. &lt;br /&gt;
** Glyphs of Fear and Blood Obelisk are rather weak. &lt;br /&gt;
** Dragon Cave - There is a cost reduction for unupgraded dragon dwelling (by reducing cost of Manticore lair as a proxy). But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
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&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glyph/Obelisk&#039;&#039;&#039; - Sure, OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manticores/Scorpicores&#039;&#039;&#039; - Consider that they are still relatively weak, potentially the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn&#039;t equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. &lt;br /&gt;
&lt;br /&gt;
Maybe if you don&#039;t want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - &#039;&#039;Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower&#039;&#039;, all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn&#039;t be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is &#039;&#039;really&#039;&#039; similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and &#039;&#039;Wyvern Nest&#039;&#039; Costs 3500g + 15 Wood, while &#039;&#039;Manticores Lair&#039;&#039; Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don&#039;t have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds valuable resources like 10 Mercury on top to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base, and so their 1st Unupgraded Dwellings cost valuable/rarer resources like Gems, Sulfur, Mercury, Crystals. &lt;br /&gt;
&lt;br /&gt;
Cyclops Dwelling Costs only Ore+Gold at base, and they&#039;re Shooters, with &#039;&#039;Siege Walls&#039;&#039;, similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost &#039;&#039;Less&#039;&#039; [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are &#039;&#039;much&#039;&#039; better 6th Tier Units than Manticore statwise. Base Cavalier even has the Jousting ability already. And there exist Base Dwellings that Cost even less than 4000g, like &#039;&#039;Altar of Thought&#039;&#039; 3000g, &#039;&#039;Cyclops Cave&#039;&#039; 3500g, both giving better Units.&lt;br /&gt;
&lt;br /&gt;
An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity, costing 900g/unit - stronger than 1050g Scorpicore. An Upg. Efreety Sultan costing 1100g (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and Fire Shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore &#039;&#039;Cost Increase&#039;&#039; to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs).&lt;br /&gt;
&lt;br /&gt;
And no, I don&#039;t favor Dungeon/Scorpicore as my Town/Creature of Choice, even if it sounds like that XD &#039;&#039;(The Statistics speak for themselves!)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* Fair enough, I just checked the numbers and yeah Scorpicores are trash. They&#039;ll get a small number buff. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And&#039;&#039; the Manticore Lair (Base) -5 Sulfur, -1000g? To 4000g, 5 Mercury, 5 Wood, 5 Ore? &#039;&#039;*Nudge, Nudge*&#039;&#039; :D&lt;br /&gt;
&lt;br /&gt;
The Cost of Base Lair actually started bothering me more and more the deeper I went into comparing Manticores against other, &#039;&#039;proper&#039;&#039; Tier 6 Units and &#039;&#039;their&#039;&#039; usual Dwelling Costs.&lt;br /&gt;
&lt;br /&gt;
The (Upg.) Manticore Lair Costs can freely remain as they are.&lt;br /&gt;
&lt;br /&gt;
Manticores/Scorpicores really are rather Trashtier 6th lvls. You can always reverse the Cost/Stat Changes later, if it altogether becomes a too strong Buff to Dungeon. Although I honestly doubt that it will end up feeling that way. &lt;br /&gt;
&lt;br /&gt;
- Eldrin.&lt;br /&gt;
&lt;br /&gt;
* Hey Eldrin, check out 1.3.1! A lot of the stuff you&#039;ve asked for is here! - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
Zgaduję, że skoro planujesz zrobić własne polskie tłumaczenie, to pewnie komunikacja po polsku będzie łatwiejsza? (Skoryguj mnie jeśli angielski jest dla ciebie wygodniejszy!)&lt;br /&gt;
&lt;br /&gt;
Ogólnie, wszystkie zmiany są raczej krokiem w dobrym kierunku, chociaż może w niektórych przypadkach nie są one aż tak dotkliwe jak bym tego pragnął :D&lt;br /&gt;
&lt;br /&gt;
Tylko, że coś występuje kilka problemów w mojej wersji H3. Po skopiowaniu 1.3.1 wyskakuje mi błąd (ResourceManager::GetBitmap816 could not find &amp;quot;bitmap8&amp;quot; resource &amp;quot;HPS219Sh.PCX) i zniknął polepszony wgląd Bohaterów (szczegółowe info miast tylko wyświetlania Specjalności Bohaterów) - niestety nie mam uprawnień by dzielić się tutaj linkami do screenshotów ;/ . Błąd naprawiłem, gdy po porównaniu 1.3.1 z archiwum poprzedniej wersji zauważyłem, że pliki &#039;&#039;Hota.lod&#039;&#039; i &#039;&#039;Hota_lng.lod&#039;&#039;, mają iść do folderu &#039;&#039;Data&#039;&#039; (wtedy też zmiany zaczęły funkcjonować gdy odpaliłem jakąś mapę), ale wgląd Bohaterów nadal jest &#039;uproszczony&#039;, więc zgaduję, że coś jest jeszcze nie tak? Po pierszym skopiowaniu plików nie działało, zrobiłem świeżą instalkę, update HD moda i dopiero po tym zauważyłem to z plikami do &#039;&#039;Data&#039;&#039; - dzisiaj 21.10 HD mod też dostał jakąś łatkę, to może to coś sknociło? Bo jak skopiowałem Pumpkin 1.3.0 to też szczegółowego wglądu brakowało. Chyba, że jeszcze czegoś brakuje w folderze Data 1.3.1? (Mam Angielską wersję GOG)&lt;br /&gt;
&lt;br /&gt;
// Update: Yup, coś jest zdecydowanie nie tak, bo po restarcie gry, zmiany Pumpkin Patcha przestały funkcjonować.&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
Dla mnie polski, angielski, hiszpański - obojętnie. Spróbuj proszę pobrac ponownie 131 i przenieść Hota_lng.lod i Hota_lod do folderu Data. Czy teraz wszystko działa? Dzisiaj testowałem i było ok... Jak chodzi o szczegółowe info - co konkretnie nie działa? W jaki sposób? - Csaros&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gdy przytrzymywało się prawy przycisk myszki na obrazku Bohatera, podczas obierania Zamków, przed odpaleniem mapy, przy generowaniu Random Map, dawało to zwykle szczegółowy wgląd: jaki ten Bohater ma armię, staty, zdolności, itp. Teraz po patchu 1.3.1, prawy przycisk na bohaterze tylko wyświetla mi informacje jaką bohater ma specjalność. Jeśli dobrze kojarzę, to tę opcję z większymi szczegółami wprowadził pierwotnie HD mod. Gdy zrobiłem czystą instalację dla 1.3.1, i nacisnąłem &#039;Update&#039; na Launcherze HD moda, to zupdatował się do jakieś, niby dzisiejszej (21.10.2024) wersji 5.5 R9 ze zmianami:&lt;br /&gt;
&lt;br /&gt;
[ ] Library patcher_x86.dll updated to version 4.18 (bug fixed)&lt;br /&gt;
&lt;br /&gt;
[-] HotA 1.7.1: fixed bug with bank in factory.&lt;br /&gt;
&lt;br /&gt;
[ ] HotA: Some changes, fixes, optimizations in the online lobby.&lt;br /&gt;
&lt;br /&gt;
[ ] Some changes, fixes, optimizations.&lt;br /&gt;
&lt;br /&gt;
[!] SoD: HoMM3 HD libraries are now built with new development tools. Incompatibility with plugins that modify these libraries is possible. If you find an incompatibility with such a plugin, contact its author.&lt;br /&gt;
&lt;br /&gt;
[!] WoG/ERA HoMM3 HD libraries are now built with new development tools. Incompatibility with mods/plugins that modify these libraries is possible.&lt;br /&gt;
&lt;br /&gt;
Dlatego też myślałem, że może HD mod jakoś zdołał wyjść nowy czasowo tuż po twoim updacie do 1.3.1 i wyszły jakieś nieścisłości.&lt;br /&gt;
&lt;br /&gt;
Oprócz tego, gdy parę razy wyłączyłem i ponownie odpaliłem H3 od nowa, po czym wystartowałem nową grę na nowej mapie, ustawienia jak zmiany do &#039;&#039;Lizard Warriorów&#039;&#039;, czy &#039;&#039;Manticore Lair&#039;&#039; przestały funkcjonować, zwyczajnie staty/koszty przywróciły się do standard Hota - pomimo, że te zedytowane przez ciebie pliki były nadal na swoich odpowiednich miejscach w folderze H3. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ale ogólnie, zrobiłem teraz jeszcze raz &#039;&#039;kolejną&#039;&#039; świeżą instalację i szczegółowe statystki pod prawym przyciskiem myszki wróciły, i Pumpkin Patch nadal działa jak powinien po restarcie H3, więc może ta poprzednia instalacja się u mnie coś zchraniła. Albo też to, że poprzednio raz odpaliłem grę, zanim dodałem te brakujące pliki do folderu &#039;&#039;Data&#039;&#039;, i to mogło już coś uszkodzić, zanim je później dodałem. Jakby coś znowu zaczęło się psuć, to dam znać.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
== Krytyka i Sugestie Dalszych Zmian (Post 1.3.1) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imps and Familiars&#039;&#039;&#039; - Nawet fajna zmiana. Dodałbym jeszcze info &#039;&#039;Flies&#039;&#039; w opisie jednostek.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - Spoko, jest to napewno coś innego niż pozostali 2-poziomowi Strzelcy, i działa całkiem w porządku za te koszta jednostki. Może zamieniłbyś też Atk.&amp;lt;-&amp;gt;Def. &#039;&#039;&#039;Podstawowych &#039;&#039;Lizardman&#039;ów&#039;&#039;&#039;&#039;&#039;, żeby miały trochę większy Atak miast Obrony? (Lizard Warrior dostaje jakąś zbroje skórzaną po ulepszeniu - to może być ten odpowiednik 1 Def. różnicy :D)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manticore Lair&#039;&#039;&#039; - całościowo powiedziałbym, że nadal kosztuje zbyt dużo w porównaniu z tym jakie jednostki daje - większość 6-poziomowych jednostek jest nadal mocniejsza niż zwykła Mantykora [np. Cyclop, Gunslinger, Unicorn]. Zmniejszenie Bazowej Budowli o 1000g jest spoko, ale &#039;&#039;&#039;Podstawowy Manticore Lair&#039;&#039;&#039; nadal nie ma powodu by kosztować dodatkowe 5 Siarki i 5 Rtęci - jak już pisałem powyżej po angielsku, wszystkie 6-poziomowe budowle w innych zamkach, co wykorzystują &#039;&#039;rzadsze surowce niż Kamień/Drewno&#039;&#039;, produkują jednostki mające jakąś dodatkową zdolność pasywną bądź aktywną (przykładowo &#039;&#039;&#039;Unicorn Glade&#039;&#039;&#039;, 5 Drewna, 5 Kameni, 10 Klejnotów, 4000g (Bardzo zbliżone koszta Budowli do Manticore Lair, zamieniając Klejnoty na Rtęć i Siarkę) - Jednostki mające &#039;&#039;Blind + Magic Res.&#039;&#039; [Ulepszona Budowla tylko &#039;&#039;5 Klejnotów!&#039;&#039;, 3000g]; &#039;&#039;&#039;Wyvern Nest&#039;&#039;&#039;, 15 Drewna, 3500g - Najtańsza budowla 6-poziomowa, ale Wyverny nie mają żadnych dodatkowych zdolności i należą do słabszych 6-tek. Nieulepszone Wyverny można za to też &#039;uratować&#039; z Dragon Fly Hives co polepsza ich sytuację. Koszt &#039;specjalnych&#039; surowców dopiero jest dodawany, na &#039;&#039;&#039;Ulepszone Wyvern Nest&#039;&#039;&#039; - &#039;&#039;10 Rtęci&#039;&#039;, 10 Drewna, 3000g - gdy zyskują &#039;&#039;Poisonous&#039;&#039;). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Sugestia:&#039;&#039;&#039;&#039;&#039; Wyrzucenie &#039;&#039;5 Siarki&#039;&#039; [lub redukcja na &#039;&#039;3 Siarki + 3 Rtęci&#039;&#039; - choć z tym pragnąłbym jakiś mały buff jak 10-15% Venom już u samych Mantykor] z kosztów Podstawowej Budowli &#039;&#039;&amp;lt;- moja preferowana opcja&#039;&#039;, TUDZIEŻ dodanie Mantykorom 25% &#039;&#039;Paralyzing Venom&#039;&#039;. Pragnę też zaznaczyć, że po twoim przeniesieniu 1000g z &#039;&#039;&#039;&#039;&#039;Podstawowej&#039;&#039;&#039;&#039;&#039; na &#039;&#039;&#039;&#039;&#039;Ulepszoną&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;Manticore Lair&#039;&#039;&#039;, jest to teraz jedyna &#039;&#039;&#039;Ulepszona&#039;&#039;&#039; Budowla 6-poziomowa spośród wszystkich zamków, która kosztuje 4000g, wszystkie inne posiadają koszty złota wynoszące 3000g, nawet &#039;&#039;&#039;Ulepszona Hall of Darkness&#039;&#039;&#039;, produkująca najpotężniejsze 6-poziomowe jednostki. Prosiłbym więc o upuszczenie tych 1000g różnicy (Utrzymywanie równie wysokich kosztów budowli jakie były pierwotnie przed zmianami jest w przypadku Manticore Lair kompletnie niepotrzebne - nadal nie mają tak silnych istot, by gwarantować te koszta, pomimo [fajnego] polepszenie Scorpicor!). I po zmianach kosztów &#039;&#039;Mana Vortex&#039;&#039; oraz &#039;&#039;Portal of Summoning&#039;&#039;, Dungeon jest najdroższym miastem po Factory i Conflux pod względem Złota za Budowle. Te trochę zmian do &#039;&#039;Manticore Lair&#039;&#039; balansu gry nie zniszczy - &#039;&#039;a wręcz go poprawi!&#039;&#039; (Swoją drogę, pragnę zaznaczyć, że wcześniej &#039;&#039;mylnie&#039;&#039; myślałem o możliwości przeskoczenia Mantykor, by szybciej budować Smoki, ale &#039;&#039;Manticore Lair&#039;&#039; jest potrzebny by móc budować &#039;&#039;Dragon Cave&#039;&#039;, więc nawet przeskoczyć ich się nie da...)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Mirror&#039;&#039;&#039; - Nadal jest raczej słabe, jak na 5-pz Czar. Zmieniłbym na &#039;&#039;All Schools&#039;&#039; (- naprawdę sądzę, że to by bardzo do tego Spella pasowało) i dał &#039;&#039;Additionally, it removes negative spell effects (e.g. curse) but not positive spell effects (e.g. bless)&#039;&#039; - tak jak posiada Anti-Magic (o ile da się to wkodować do innego Spella). Wtedy Czar byłby git. Mógłbyś też ewentualnie miast tego obniżyć poziom na 3/4th lvl, ale powiedziałbym, że większość czarów przynajmniej 4-poziomu jest od Mirror w stanie obecnym nadal o wiele lepsza. Mirror tylko byłby przesadnie zbuffowany, jeślibyś nagle zmienił go na All-Castem - to by było OP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mysticism&#039;&#039;&#039; - Początkowa regeneracja nadal mierna, i późniejsza mogłabybyć trochę wyższa - &#039;&#039;dałbym 5/13/25&#039;&#039; albo &#039;&#039;8/16/25&#039;&#039;. Na większych mapach (L+) wydaje się wciąż, że lepiej jest ignorować ten Skill i Bohaterów mających Mysticism od początku. (Gdy gram, balansując 3/2 - Power/Wisdom, mana prawie mi się nie kończy. Zawsze znajdzie się Miasto z Gildią, albo Magic Well w pobliżu - wystarczy tylko trochę patrzeć, gdzie się rusza Bohaterów. To po co miałbym w ogóle brać Mysticism? Wolałbym nawet mieć ten nowy Learning albo Eagle Eye XD)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dalsze pomysły:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Scholar&#039;&#039;&#039; - Przy testowaniu 1.3.1 zauważyłem, że &#039;&#039;&#039;Scholar&#039;&#039;&#039; uczy tylko 1-2/3/4-lvl max czarów. Czy zmiana na 1-3/4/5 byłaby zbyt potężna? Komponowałby się lepiej z nowym &#039;&#039;&#039;Eagle Eye&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Ponownie proszę o przeniesie 5 Kamieni i 5 Drewna (:D) z kosztów Bazowych do Ulepszonych, by wyglądały: &#039;&#039;&#039;Podstawowe Dragon Cave&#039;&#039;&#039; (Czerwone Smoki) &#039;&#039;10 Drewna, 10 Kamienia&#039;&#039;, 20 Siarki, 15000g; &#039;&#039;&#039;Ulepszone Dragon Cave&#039;&#039;&#039; (Czarne Smoki) &#039;&#039;20 Drewna, 20 Kamienia&#039;&#039;, 20 Siarki, 15000g (&#039;&#039;Total costs for both dwellings remain the same.&#039;&#039;). Posiadanie takich samych kosztów Bazowych i Ulepszonych Budowli, jest dosyć &#039;nudne&#039;, a wiele innych zamków ma inaczej - szczególnie Rampart, które ma niemalże lustrzane odbicia Smoków Dungeon&#039;a (Tematycznie Dobre vs. Złe Smoki?). U Rampart &#039;&#039;&#039;Bazowe Dragon Cliffs&#039;&#039;&#039; kosztuje 30 Kamienia, 20 Kryształów, &#039;&#039;10000g&#039;&#039;, a &#039;&#039;&#039;Ulepszone Dragon Cliffs&#039;&#039;&#039; 30 Kamienia, 20 Kryształów, &#039;&#039;20000g&#039;&#039;. Kamienia i Drewna raczej na mapach nie brakuje, więc na Całościowy Balans nie powinno to raczej wpłynąć (może gracz Dungeon będzie miał 250g więcej na Budowlę Czerwonych Smoków po sprzedaniu tych 5 Kamienia/Drewna na targowisku, XD)&lt;br /&gt;
&lt;br /&gt;
Jeszcze raz dzięki za twoją pracę nad patchowaniem H3. Nawet jeśli postuluję o dalsze działania, twoje już zaimplementowane zmiany o wiele polepszyły moją grę w Heroes&#039;y (wreszcie gram w HOTA i nie muszę się już męczyć z WOG/Era, jeśli nie chcę zbyt odbiegających, dalszych customizacji). Mam nadzieję, że moje sugestie polepszeń nie wydają się zbyt &#039;upierdliwe&#039; XD. Dzielę się nimi z własnej miłości dla Heroes III (i mając trochę bzika na punkcie statystyk i analizowania/balansowania różnych gier...).&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142586</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142586"/>
		<updated>2024-10-21T20:20:47Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
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== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
** You&#039;ll see a different Lizard Warrior buff in 1.3.1. Don&#039;t wanna give away too much before the big day. &lt;br /&gt;
** Scorpicores were buffed - now paralyse hits 25% of the time. &lt;br /&gt;
** Glyphs of Fear and Blood Obelisk are rather weak. &lt;br /&gt;
** Dragon Cave - In 1.3.1 there will be a cost reduction for unupgraded dragon dwelling. But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glyph/Obelisk&#039;&#039;&#039; - Sure, OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manticores/Scorpicores&#039;&#039;&#039; - Consider that they are still relatively weak, potentially the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn&#039;t equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. &lt;br /&gt;
&lt;br /&gt;
Maybe if you don&#039;t want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - &#039;&#039;Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower&#039;&#039;, all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn&#039;t be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is &#039;&#039;really&#039;&#039; similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and &#039;&#039;Wyvern Nest&#039;&#039; Costs 3500g + 15 Wood, while &#039;&#039;Manticores Lair&#039;&#039; Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don&#039;t have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds valuable resources like 10 Mercury on top to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base, and so their 1st Unupgraded Dwellings cost valuable/rarer resources like Gems, Sulfur, Mercury, Crystals. &lt;br /&gt;
&lt;br /&gt;
Cyclops Dwelling Costs only Ore+Gold at base, and they&#039;re Shooters, with &#039;&#039;Siege Walls&#039;&#039;, similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost &#039;&#039;Less&#039;&#039; [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are &#039;&#039;much&#039;&#039; better 6th Tier Units than Manticore statwise. Base Cavalier even has the Jousting ability already. And there exist Base Dwellings that Cost even less than 4000g, like &#039;&#039;Altar of Thought&#039;&#039; 3000g, &#039;&#039;Cyclops Cave&#039;&#039; 3500g, both giving better Units.&lt;br /&gt;
&lt;br /&gt;
An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity, costing 900g/unit - stronger than 1050g Scorpicore. An Upg. Efreety Sultan costing 1100g (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and Fire Shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore &#039;&#039;Cost Increase&#039;&#039; to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs).&lt;br /&gt;
&lt;br /&gt;
And no, I don&#039;t favor Dungeon/Scorpicore as my Town/Creature of Choice, even if it sounds like that XD &#039;&#039;(The Statistics speak for themselves!)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* Fair enough, I just checked the numbers and yeah Scorpicores are trash. They&#039;ll get a small number buff. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And&#039;&#039; the Manticore Lair (Base) -5 Sulfur, -1000g? To 4000g, 5 Mercury, 5 Wood, 5 Ore? &#039;&#039;*Nudge, Nudge*&#039;&#039; :D&lt;br /&gt;
&lt;br /&gt;
The Cost of Base Lair actually started bothering me more and more the deeper I went into comparing Manticores against other, &#039;&#039;proper&#039;&#039; Tier 6 Units and &#039;&#039;their&#039;&#039; usual Dwelling Costs.&lt;br /&gt;
&lt;br /&gt;
The (Upg.) Manticore Lair Costs can freely remain as they are.&lt;br /&gt;
&lt;br /&gt;
Manticores/Scorpicores really are rather Trashtier 6th lvls. You can always reverse the Cost/Stat Changes later, if it altogether becomes a too strong Buff to Dungeon. Although I honestly doubt that it will end up feeling that way. &lt;br /&gt;
&lt;br /&gt;
- Eldrin.&lt;br /&gt;
&lt;br /&gt;
* Hey Eldrin, check out 1.3.1! A lot of the stuff you&#039;ve asked for is here! - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
Zgaduję, że skoro planujesz zrobić własne polskie tłumaczenie, to pewnie komunikacja po polsku będzie łatwiejsza? (Skoryguj mnie jeśli angielski jest dla ciebie wygodniejszy!)&lt;br /&gt;
&lt;br /&gt;
Ogólnie, wszystkie zmiany są raczej krokiem w dobrym kierunku, chociaż może w niektórych przypadkach nie są one aż tak dotkliwe jak bym tego pragnął :D&lt;br /&gt;
&lt;br /&gt;
Tylko, że coś występuje kilka problemów w mojej wersji H3. Po skopiowaniu 1.3.1 wyskakuje mi błąd (ResourceManager::GetBitmap816 could not find &amp;quot;bitmap8&amp;quot; resource &amp;quot;HPS219Sh.PCX) i zniknął polepszony wgląd Bohaterów (szczegółowe info miast tylko wyświetlania Specjalności Bohaterów) - niestety nie mam uprawnień by dzielić się tutaj linkami do screenshotów ;/ . Błąd naprawiłem, gdy po porównaniu 1.3.1 z archiwum poprzedniej wersji zauważyłem, że pliki &#039;&#039;Hota.lod&#039;&#039; i &#039;&#039;Hota_lng.lod&#039;&#039;, mają iść do folderu &#039;&#039;Data&#039;&#039; (wtedy też zmiany zaczęły funkcjonować gdy odpaliłem jakąś mapę), ale wgląd Bohaterów nadal jest &#039;uproszczony&#039;, więc zgaduję, że coś jest jeszcze nie tak? Po pierszym skopiowaniu plików nie działało, zrobiłem świeżą instalkę, update HD moda i dopiero po tym zauważyłem to z plikami do &#039;&#039;Data&#039;&#039; - dzisiaj 21.10 HD mod też dostał jakąś łatkę, to może to coś sknociło? Bo jak skopiowałem Pumpkin 1.3.0 to też szczegółowego wglądu brakowało. Chyba, że jeszcze czegoś brakuje w folderze Data 1.3.1? (Mam Angielską wersję GOG)&lt;br /&gt;
&lt;br /&gt;
// Update: Yup, coś jest zdecydowanie nie tak, bo po restarcie gry, zmiany Pumpkin Patcha przestały funkcjonować.&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
Dla mnie polski, angielski, hiszpański - obojętnie. Spróbuj proszę pobrac ponownie 131 i przenieść Hota_lng.lod i Hota_lod do folderu Data. Czy teraz wszystko działa? Dzisiaj testowałem i było ok... Jak chodzi o szczegółowe info - co konkretnie nie działa? W jaki sposób? - Csaros&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gdy przytrzymywało się prawy przycisk myszki na obrazku Bohatera, podczas obierania Zamków, przed odpaleniem mapy, przy generowaniu Random Map, dawało to zwykle szczegółowy wgląd: jaki ten Bohater ma armię, staty, zdolności, itp. Teraz po patchu 1.3.1, prawy przycisk na bohaterze tylko wyświetla mi informacje jaką bohater ma specjalność. Jeśli dobrze kojarzę, to tę opcję z większymi szczegółami wprowadził pierwotnie HD mod. Gdy zrobiłem czystą instalację dla 1.3.1, i nacisnąłem &#039;Update&#039; na Launcherze HD moda, to zupdatował się do jakieś, niby dzisiejszej (21.10.2024) wersji 5.5 R9 ze zmianami:&lt;br /&gt;
&lt;br /&gt;
[ ] Library patcher_x86.dll updated to version 4.18 (bug fixed)&lt;br /&gt;
&lt;br /&gt;
[-] HotA 1.7.1: fixed bug with bank in factory.&lt;br /&gt;
&lt;br /&gt;
[ ] HotA: Some changes, fixes, optimizations in the online lobby.&lt;br /&gt;
&lt;br /&gt;
[ ] Some changes, fixes, optimizations.&lt;br /&gt;
&lt;br /&gt;
[!] SoD: HoMM3 HD libraries are now built with new development tools. Incompatibility with plugins that modify these libraries is possible. If you find an incompatibility with such a plugin, contact its author.&lt;br /&gt;
&lt;br /&gt;
[!] WoG/ERA HoMM3 HD libraries are now built with new development tools. Incompatibility with mods/plugins that modify these libraries is possible.&lt;br /&gt;
&lt;br /&gt;
Dlatego też myślałem, że może HD mod jakoś zdołał wyjść nowy czasowo tuż po twoim updacie do 1.3.1 i wyszły jakieś nieścisłości.&lt;br /&gt;
&lt;br /&gt;
Oprócz tego, gdy parę razy wyłączyłem i ponownie odpaliłem H3 od nowa, po czym wystartowałem nową grę na nowej mapie, ustawienia jak zmiany do &#039;&#039;Lizard Warriorów&#039;&#039;, czy &#039;&#039;Manticore Lair&#039;&#039; przestały funkcjonować, zwyczajnie staty/koszty przywróciły się do standard Hota - pomimo, że te zedytowane przez ciebie pliki były nadal na swoich odpowiednich miejscach w folderze H3. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ale ogólnie, zrobiłem teraz jeszcze raz &#039;&#039;kolejną&#039;&#039; świeżą instalację i szczegółowe statystki pod prawym przyciskiem myszki wróciły, i Pumpkin Patch nadal działa jak powinien po restarcie H3, więc może ta poprzednia instalacja się u mnie coś zchraniła. Albo też to, że poprzednio raz odpaliłem grę, zanim dodałem te brakujące pliki do folderu &#039;&#039;Data&#039;&#039;, i to mogło już coś uszkodzić, zanim je później dodałem. Jakby coś znowu zaczęło się psuć, to dam znać.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142585</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142585"/>
		<updated>2024-10-21T20:19:41Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
** You&#039;ll see a different Lizard Warrior buff in 1.3.1. Don&#039;t wanna give away too much before the big day. &lt;br /&gt;
** Scorpicores were buffed - now paralyse hits 25% of the time. &lt;br /&gt;
** Glyphs of Fear and Blood Obelisk are rather weak. &lt;br /&gt;
** Dragon Cave - In 1.3.1 there will be a cost reduction for unupgraded dragon dwelling. But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glyph/Obelisk&#039;&#039;&#039; - Sure, OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manticores/Scorpicores&#039;&#039;&#039; - Consider that they are still relatively weak, potentially the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn&#039;t equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. &lt;br /&gt;
&lt;br /&gt;
Maybe if you don&#039;t want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - &#039;&#039;Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower&#039;&#039;, all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn&#039;t be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is &#039;&#039;really&#039;&#039; similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and &#039;&#039;Wyvern Nest&#039;&#039; Costs 3500g + 15 Wood, while &#039;&#039;Manticores Lair&#039;&#039; Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don&#039;t have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds valuable resources like 10 Mercury on top to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base, and so their 1st Unupgraded Dwellings cost valuable/rarer resources like Gems, Sulfur, Mercury, Crystals. &lt;br /&gt;
&lt;br /&gt;
Cyclops Dwelling Costs only Ore+Gold at base, and they&#039;re Shooters, with &#039;&#039;Siege Walls&#039;&#039;, similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost &#039;&#039;Less&#039;&#039; [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are &#039;&#039;much&#039;&#039; better 6th Tier Units than Manticore statwise. Base Cavalier even has the Jousting ability already. And there exist Base Dwellings that Cost even less than 4000g, like &#039;&#039;Altar of Thought&#039;&#039; 3000g, &#039;&#039;Cyclops Cave&#039;&#039; 3500g, both giving better Units.&lt;br /&gt;
&lt;br /&gt;
An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity, costing 900g/unit - stronger than 1050g Scorpicore. An Upg. Efreety Sultan costing 1100g (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and Fire Shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore &#039;&#039;Cost Increase&#039;&#039; to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs).&lt;br /&gt;
&lt;br /&gt;
And no, I don&#039;t favor Dungeon/Scorpicore as my Town/Creature of Choice, even if it sounds like that XD &#039;&#039;(The Statistics speak for themselves!)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* Fair enough, I just checked the numbers and yeah Scorpicores are trash. They&#039;ll get a small number buff. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And&#039;&#039; the Manticore Lair (Base) -5 Sulfur, -1000g? To 4000g, 5 Mercury, 5 Wood, 5 Ore? &#039;&#039;*Nudge, Nudge*&#039;&#039; :D&lt;br /&gt;
&lt;br /&gt;
The Cost of Base Lair actually started bothering me more and more the deeper I went into comparing Manticores against other, &#039;&#039;proper&#039;&#039; Tier 6 Units and &#039;&#039;their&#039;&#039; usual Dwelling Costs.&lt;br /&gt;
&lt;br /&gt;
The (Upg.) Manticore Lair Costs can freely remain as they are.&lt;br /&gt;
&lt;br /&gt;
Manticores/Scorpicores really are rather Trashtier 6th lvls. You can always reverse the Cost/Stat Changes later, if it altogether becomes a too strong Buff to Dungeon. Although I honestly doubt that it will end up feeling that way. &lt;br /&gt;
&lt;br /&gt;
- Eldrin.&lt;br /&gt;
&lt;br /&gt;
* Hey Eldrin, check out 1.3.1! A lot of the stuff you&#039;ve asked for is here! - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
Zgaduję, że skoro planujesz zrobić własne polskie tłumaczenie, to pewnie komunikacja po polsku będzie łatwiejsza? (Skoryguj mnie jeśli angielski jest dla ciebie wygodniejszy!)&lt;br /&gt;
&lt;br /&gt;
Ogólnie, wszystkie zmiany są raczej krokiem w dobrym kierunku, chociaż może w niektórych przypadkach nie są one aż tak dotkliwe jak bym tego pragnął :D&lt;br /&gt;
&lt;br /&gt;
Tylko, że coś występuje kilka problemów w mojej wersji H3. Po skopiowaniu 1.3.1 wyskakuje mi błąd (ResourceManager::GetBitmap816 could not find &amp;quot;bitmap8&amp;quot; resource &amp;quot;HPS219Sh.PCX) i zniknął polepszony wgląd Bohaterów (szczegółowe info miast tylko wyświetlania Specjalności Bohaterów) - niestety nie mam uprawnień by dzielić się tutaj linkami do screenshotów ;/ . Błąd naprawiłem, gdy po porównaniu 1.3.1 z archiwum poprzedniej wersji zauważyłem, że pliki &#039;&#039;Hota.lod&#039;&#039; i &#039;&#039;Hota_lng.lod&#039;&#039;, mają iść do folderu &#039;&#039;Data&#039;&#039; (wtedy też zmiany zaczęły funkcjonować gdy odpaliłem jakąś mapę), ale wgląd Bohaterów nadal jest &#039;uproszczony&#039;, więc zgaduję, że coś jest jeszcze nie tak? Po pierszym skopiowaniu plików nie działało, zrobiłem świeżą instalkę, update HD moda i dopiero po tym zauważyłem to z plikami do &#039;&#039;Data&#039;&#039; - dzisiaj 21.10 HD mod też dostał jakąś łatkę, to może to coś sknociło? Bo jak skopiowałem Pumpkin 1.3.0 to też szczegółowego wglądu brakowało. Chyba, że jeszcze czegoś brakuje w folderze Data 1.3.1? (Mam Angielską wersję GOG)&lt;br /&gt;
&lt;br /&gt;
// Update: Yup, coś jest zdecydowanie nie tak, bo po restarcie gry, zmiany Pumpkin Patcha przestały funkcjonować.&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
Dla mnie polski, angielski, hiszpański - obojętnie. Spróbuj proszę pobrac ponownie 131 i przenieść Hota_lng.lod i Hota_lod do folderu Data. Czy teraz wszystko działa? Dzisiaj testowałem i było ok... Jak chodzi o szczegółowe info - co konkretnie nie działa? W jaki sposób? - Csaros&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gdy przytrzymywało się prawy przycisk myszki na obrazku Bohatera, podczas obierania Zamków, przed odpaleniem mapy, przy generowaniu Random Map, dawało to zwykle szczegółowy wgląd: jaki ten Bohater ma armię, staty, zdolności, itp. Teraz po patchu 1.3.1, prawy przycisk na bohaterze tylko wyświetla mi informacje jaką bohater ma specjalność. Jeśli dobrze kojarzę, to tę opcję z większymi szczegółami wprowadził pierwotnie HD mod. Gdy zrobiłem czystą instalację dla 1.3.1, i nacisnąłem &#039;Update&#039; na Launcherze HD moda, to zupdatował się do jakieś, niby dzisiejszej (21.10.2024) wersji 5.5 R9 ze zmianami:&lt;br /&gt;
&lt;br /&gt;
[ ] Library patcher_x86.dll updated to version 4.18 (bug fixed)&lt;br /&gt;
&lt;br /&gt;
[-] HotA 1.7.1: fixed bug with bank in factory.&lt;br /&gt;
&lt;br /&gt;
[ ] HotA: Some changes, fixes, optimizations in the online lobby.&lt;br /&gt;
&lt;br /&gt;
[ ] Some changes, fixes, optimizations.&lt;br /&gt;
&lt;br /&gt;
[!] SoD: HoMM3 HD libraries are now built with new development tools. Incompatibility with plugins that modify these libraries is possible. If you find an incompatibility with such a plugin, contact its author.&lt;br /&gt;
&lt;br /&gt;
[!] WoG/ERA HoMM3 HD libraries are now built with new development tools. Incompatibility with mods/plugins that modify these libraries is possible.&lt;br /&gt;
&lt;br /&gt;
Dlatego też myślałem, że może HD mod jakoś zdołał wyjść nowy czasowo tuż po twoim updacie do 1.3.1 i wyszły jakieś nieścisłości.&lt;br /&gt;
&lt;br /&gt;
Oprócz tego, gdy parę razy wyłączyłem i ponownie odpaliłem H3 od nowa, po czym wystartowałem nową grę na nowej mapie, ustawienia jak zmiany do &#039;&#039;Lizard Warriorów&#039;&#039;, czy &#039;&#039;Manticore Lair&#039;&#039; przestały funkcjonować, zwyczajnie staty/koszty przywróciły się do standard Hota - pomimo, że te zedytowane przez ciebie pliki były nadal na swoich odpowiednich miejscach w folderze H3. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ale ogólnie, zrobiłem teraz jeszcze raz &#039;&#039;kolejną&#039;&#039; świeżą instalację i szczegółowe statystki pod prawym przyciskiem myszki wróciły, i Pumpkin Patch nadal działa jak powinien po restarcie H3, więc może ta poprzednia instalacja się u mnie coś zchraniła. Albo też to, że poprzednio raz odpaliłem grę, zanim dodałem te brakujące pliki do folderu &#039;&#039;Data&#039;&#039;. Jakby coś znowu zaczęło się psuć, to dam znać.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142558</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142558"/>
		<updated>2024-10-21T18:30:21Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
** You&#039;ll see a different Lizard Warrior buff in 1.3.1. Don&#039;t wanna give away too much before the big day. &lt;br /&gt;
** Scorpicores were buffed - now paralyse hits 25% of the time. &lt;br /&gt;
** Glyphs of Fear and Blood Obelisk are rather weak. &lt;br /&gt;
** Dragon Cave - In 1.3.1 there will be a cost reduction for unupgraded dragon dwelling. But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glyph/Obelisk&#039;&#039;&#039; - Sure, OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manticores/Scorpicores&#039;&#039;&#039; - Consider that they are still relatively weak, potentially the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn&#039;t equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. &lt;br /&gt;
&lt;br /&gt;
Maybe if you don&#039;t want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - &#039;&#039;Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower&#039;&#039;, all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn&#039;t be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is &#039;&#039;really&#039;&#039; similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and &#039;&#039;Wyvern Nest&#039;&#039; Costs 3500g + 15 Wood, while &#039;&#039;Manticores Lair&#039;&#039; Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don&#039;t have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds valuable resources like 10 Mercury on top to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base, and so their 1st Unupgraded Dwellings cost valuable/rarer resources like Gems, Sulfur, Mercury, Crystals. &lt;br /&gt;
&lt;br /&gt;
Cyclops Dwelling Costs only Ore+Gold at base, and they&#039;re Shooters, with &#039;&#039;Siege Walls&#039;&#039;, similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost &#039;&#039;Less&#039;&#039; [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are &#039;&#039;much&#039;&#039; better 6th Tier Units than Manticore statwise. Base Cavalier even has the Jousting ability already. And there exist Base Dwellings that Cost even less than 4000g, like &#039;&#039;Altar of Thought&#039;&#039; 3000g, &#039;&#039;Cyclops Cave&#039;&#039; 3500g, both giving better Units.&lt;br /&gt;
&lt;br /&gt;
An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity, costing 900g/unit - stronger than 1050g Scorpicore. An Upg. Efreety Sultan costing 1100g (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and Fire Shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore &#039;&#039;Cost Increase&#039;&#039; to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs).&lt;br /&gt;
&lt;br /&gt;
And no, I don&#039;t favor Dungeon/Scorpicore as my Town/Creature of Choice, even if it sounds like that XD &#039;&#039;(The Statistics speak for themselves!)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* Fair enough, I just checked the numbers and yeah Scorpicores are trash. They&#039;ll get a small number buff. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And&#039;&#039; the Manticore Lair (Base) -5 Sulfur, -1000g? To 4000g, 5 Mercury, 5 Wood, 5 Ore? &#039;&#039;*Nudge, Nudge*&#039;&#039; :D&lt;br /&gt;
&lt;br /&gt;
The Cost of Base Lair actually started bothering me more and more the deeper I went into comparing Manticores against other, &#039;&#039;proper&#039;&#039; Tier 6 Units and &#039;&#039;their&#039;&#039; usual Dwelling Costs.&lt;br /&gt;
&lt;br /&gt;
The (Upg.) Manticore Lair Costs can freely remain as they are.&lt;br /&gt;
&lt;br /&gt;
Manticores/Scorpicores really are rather Trashtier 6th lvls. You can always reverse the Cost/Stat Changes later, if it altogether becomes a too strong Buff to Dungeon. Although I honestly doubt that it will end up feeling that way. &lt;br /&gt;
&lt;br /&gt;
- Eldrin.&lt;br /&gt;
&lt;br /&gt;
* Hey Eldrin, check out 1.3.1! A lot of the stuff you&#039;ve asked for is here! - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
Zgaduję, że skoro planujesz zrobić własne polskie tłumaczenie, to pewnie komunikacja po polsku będzie łatwiejsza? (Skoryguj mnie jeśli angielski jest dla ciebie wygodniejszy!)&lt;br /&gt;
&lt;br /&gt;
Ogólnie, wszystkie zmiany są raczej krokiem w dobrym kierunku, chociaż może w niektórych przypadkach nie są one aż tak dotkliwe jak bym tego pragnął :D&lt;br /&gt;
&lt;br /&gt;
Tylko, że coś występuje kilka problemów w mojej wersji H3. Po skopiowaniu 1.3.1 wyskakuje mi błąd (ResourceManager::GetBitmap816 could not find &amp;quot;bitmap8&amp;quot; resource &amp;quot;HPS219Sh.PCX) i zniknął polepszony wgląd Bohaterów (szczegółowe info miast tylko wyświetlania Specjalności Bohaterów) - niestety nie mam uprawnień by dzielić się tutaj linkami do screenshotów ;/ . Błąd naprawiłem, gdy po porównaniu 1.3.1 z archiwum poprzedniej wersji zauważyłem, że pliki &#039;&#039;Hota.lod&#039;&#039; i &#039;&#039;Hota_lng.lod&#039;&#039;, mają iść do folderu &#039;&#039;Data&#039;&#039; (wtedy też zmiany zaczęły funkcjonować gdy odpaliłem jakąś mapę), ale wgląd Bohaterów nadal jest &#039;uproszczony&#039;, więc zgaduję, że coś jest jeszcze nie tak? Po pierszym skopiowaniu plików nie działało, zrobiłem świeżą instalkę, update HD moda i dopiero po tym zauważyłem to z plikami do &#039;&#039;Data&#039;&#039; - dzisiaj 21.10 HD mod też dostał jakąś łatkę, to może to coś sknociło? Bo jak skopiowałem Pumpkin 1.3.0 to też szczegółowego wglądu brakowało. Chyba, że jeszcze czegoś brakuje w folderze Data 1.3.1? (Mam Angielską wersję GOG)&lt;br /&gt;
&lt;br /&gt;
// Update: Yup, coś jest zdecydowanie nie tak, bo po restarcie gry, zmiany Pumpkin Patcha przestały funkcjonować.&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142556</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142556"/>
		<updated>2024-10-21T18:04:59Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
** You&#039;ll see a different Lizard Warrior buff in 1.3.1. Don&#039;t wanna give away too much before the big day. &lt;br /&gt;
** Scorpicores were buffed - now paralyse hits 25% of the time. &lt;br /&gt;
** Glyphs of Fear and Blood Obelisk are rather weak. &lt;br /&gt;
** Dragon Cave - In 1.3.1 there will be a cost reduction for unupgraded dragon dwelling. But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glyph/Obelisk&#039;&#039;&#039; - Sure, OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manticores/Scorpicores&#039;&#039;&#039; - Consider that they are still relatively weak, potentially the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn&#039;t equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. &lt;br /&gt;
&lt;br /&gt;
Maybe if you don&#039;t want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - &#039;&#039;Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower&#039;&#039;, all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn&#039;t be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is &#039;&#039;really&#039;&#039; similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and &#039;&#039;Wyvern Nest&#039;&#039; Costs 3500g + 15 Wood, while &#039;&#039;Manticores Lair&#039;&#039; Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don&#039;t have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds valuable resources like 10 Mercury on top to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base, and so their 1st Unupgraded Dwellings cost valuable/rarer resources like Gems, Sulfur, Mercury, Crystals. &lt;br /&gt;
&lt;br /&gt;
Cyclops Dwelling Costs only Ore+Gold at base, and they&#039;re Shooters, with &#039;&#039;Siege Walls&#039;&#039;, similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost &#039;&#039;Less&#039;&#039; [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are &#039;&#039;much&#039;&#039; better 6th Tier Units than Manticore statwise. Base Cavalier even has the Jousting ability already. And there exist Base Dwellings that Cost even less than 4000g, like &#039;&#039;Altar of Thought&#039;&#039; 3000g, &#039;&#039;Cyclops Cave&#039;&#039; 3500g, both giving better Units.&lt;br /&gt;
&lt;br /&gt;
An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity, costing 900g/unit - stronger than 1050g Scorpicore. An Upg. Efreety Sultan costing 1100g (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and Fire Shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore &#039;&#039;Cost Increase&#039;&#039; to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs).&lt;br /&gt;
&lt;br /&gt;
And no, I don&#039;t favor Dungeon/Scorpicore as my Town/Creature of Choice, even if it sounds like that XD &#039;&#039;(The Statistics speak for themselves!)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* Fair enough, I just checked the numbers and yeah Scorpicores are trash. They&#039;ll get a small number buff. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And&#039;&#039; the Manticore Lair (Base) -5 Sulfur, -1000g? To 4000g, 5 Mercury, 5 Wood, 5 Ore? &#039;&#039;*Nudge, Nudge*&#039;&#039; :D&lt;br /&gt;
&lt;br /&gt;
The Cost of Base Lair actually started bothering me more and more the deeper I went into comparing Manticores against other, &#039;&#039;proper&#039;&#039; Tier 6 Units and &#039;&#039;their&#039;&#039; usual Dwelling Costs.&lt;br /&gt;
&lt;br /&gt;
The (Upg.) Manticore Lair Costs can freely remain as they are.&lt;br /&gt;
&lt;br /&gt;
Manticores/Scorpicores really are rather Trashtier 6th lvls. You can always reverse the Cost/Stat Changes later, if it altogether becomes a too strong Buff to Dungeon. Although I honestly doubt that it will end up feeling that way. &lt;br /&gt;
&lt;br /&gt;
- Eldrin.&lt;br /&gt;
&lt;br /&gt;
* Hey Eldrin, check out 1.3.1! A lot of the stuff you&#039;ve asked for is here! - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
Zgaduję, że skoro planujesz zrobić własne polskie tłumaczenie, to pewnie komunikacja po polsku będzie łatwiejsza? (Skoryguj mnie jeśli angielski jest dla ciebie wygodniejszy!)&lt;br /&gt;
&lt;br /&gt;
Ogólnie, wszystkie zmiany są raczej krokiem w dobrym kierunku, chociaż może w niektórych przypadkach nie są one aż tak dotkliwe jak bym tego pragnął :D&lt;br /&gt;
&lt;br /&gt;
Tylko, że coś występuje kilka problemów w mojej wersji H3. Po skopiowaniu 1.3.1 wyskakuje mi błąd (ResourceManager::GetBitmap816 could not find &amp;quot;bitmap8&amp;quot; resource &amp;quot;HPS219Sh.PCX) i zniknął polepszony wgląd Bohaterów (szczegółowe info miast tylko wyświetlania Specjalności Bohaterów) - niestety nie mam uprawnień by dzielić się tutaj linkami do screenshotów ;/ . Błąd naprawiłem, gdy po porównaniu 1.3.1 z archiwum poprzedniej wersji zauważyłem, że pliki &#039;&#039;Hota.lod&#039;&#039; i &#039;&#039;Hota_lng.lod&#039;&#039;, mają iść do folderu &#039;&#039;Data&#039;&#039; (wtedy też zmiany zaczęły funkcjonować gdy odpaliłem jakąś mapę), ale wgląd Bohaterów nadal jest &#039;uproszczony&#039;, więc zgaduję, że coś jest jeszcze nie tak? Po pierszym skopiowaniu plików nie działało, zrobiłem świeżą instalkę, update HD moda i dopiero po tym zauważyłem to z plikami do &#039;&#039;Data&#039;&#039; - dzisiaj 21.10 HD mod też dostał jakąś łatkę, to może to coś sknociło? Bo jak skopiowałem Pumpkin 1.3.0 to też szczegółowego wglądu brakowało. Chyba, że jeszcze czegoś brakuje w folderze Data 1.3.1? (Mam Angielską wersję GOG)&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142555</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142555"/>
		<updated>2024-10-21T18:04:21Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
** You&#039;ll see a different Lizard Warrior buff in 1.3.1. Don&#039;t wanna give away too much before the big day. &lt;br /&gt;
** Scorpicores were buffed - now paralyse hits 25% of the time. &lt;br /&gt;
** Glyphs of Fear and Blood Obelisk are rather weak. &lt;br /&gt;
** Dragon Cave - In 1.3.1 there will be a cost reduction for unupgraded dragon dwelling. But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glyph/Obelisk&#039;&#039;&#039; - Sure, OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manticores/Scorpicores&#039;&#039;&#039; - Consider that they are still relatively weak, potentially the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn&#039;t equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. &lt;br /&gt;
&lt;br /&gt;
Maybe if you don&#039;t want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - &#039;&#039;Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower&#039;&#039;, all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn&#039;t be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is &#039;&#039;really&#039;&#039; similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and &#039;&#039;Wyvern Nest&#039;&#039; Costs 3500g + 15 Wood, while &#039;&#039;Manticores Lair&#039;&#039; Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don&#039;t have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds valuable resources like 10 Mercury on top to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base, and so their 1st Unupgraded Dwellings cost valuable/rarer resources like Gems, Sulfur, Mercury, Crystals. &lt;br /&gt;
&lt;br /&gt;
Cyclops Dwelling Costs only Ore+Gold at base, and they&#039;re Shooters, with &#039;&#039;Siege Walls&#039;&#039;, similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost &#039;&#039;Less&#039;&#039; [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are &#039;&#039;much&#039;&#039; better 6th Tier Units than Manticore statwise. Base Cavalier even has the Jousting ability already. And there exist Base Dwellings that Cost even less than 4000g, like &#039;&#039;Altar of Thought&#039;&#039; 3000g, &#039;&#039;Cyclops Cave&#039;&#039; 3500g, both giving better Units.&lt;br /&gt;
&lt;br /&gt;
An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity, costing 900g/unit - stronger than 1050g Scorpicore. An Upg. Efreety Sultan costing 1100g (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and Fire Shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore &#039;&#039;Cost Increase&#039;&#039; to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs).&lt;br /&gt;
&lt;br /&gt;
And no, I don&#039;t favor Dungeon/Scorpicore as my Town/Creature of Choice, even if it sounds like that XD &#039;&#039;(The Statistics speak for themselves!)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* Fair enough, I just checked the numbers and yeah Scorpicores are trash. They&#039;ll get a small number buff. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And&#039;&#039; the Manticore Lair (Base) -5 Sulfur, -1000g? To 4000g, 5 Mercury, 5 Wood, 5 Ore? &#039;&#039;*Nudge, Nudge*&#039;&#039; :D&lt;br /&gt;
&lt;br /&gt;
The Cost of Base Lair actually started bothering me more and more the deeper I went into comparing Manticores against other, &#039;&#039;proper&#039;&#039; Tier 6 Units and &#039;&#039;their&#039;&#039; usual Dwelling Costs.&lt;br /&gt;
&lt;br /&gt;
The (Upg.) Manticore Lair Costs can freely remain as they are.&lt;br /&gt;
&lt;br /&gt;
Manticores/Scorpicores really are rather Trashtier 6th lvls. You can always reverse the Cost/Stat Changes later, if it altogether becomes a too strong Buff to Dungeon. Although I honestly doubt that it will end up feeling that way. &lt;br /&gt;
&lt;br /&gt;
- Eldrin.&lt;br /&gt;
&lt;br /&gt;
* Hey Eldrin, check out 1.3.1! A lot of the stuff you&#039;ve asked for is here! - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
Zgaduję, że skoro planujesz zrobić własne polskie tłumaczenie, to pewnie komunikacja po polsku będzie łatwiejsza? (Skoryguj mnie jeśli angielski jest dla ciebie wygodniejszy!)&lt;br /&gt;
&lt;br /&gt;
Ogólnie, wszystkie zmiany są raczej krokiem w dobrym kierunku, chociaż może w niektórych przypadkach nie są one aż tak dotkliwe jak bym tego pragnął :D&lt;br /&gt;
&lt;br /&gt;
Tylko, że coś występuje kilka problemów w mojej wersji H3. Po skopiowaniu 1.3.1 wyskakuje mi błąd (ResourceManager::GetBitmap816 could not find &amp;quot;bitmap8&amp;quot; resource &amp;quot;HPS219Sh.PCX) i zniknął polepszony wgląd Bohaterów (szczegółowe info miast tylko wyświetlania Specjalności Bohaterów) - niestety nie mam uprawnień by dzielić się tutaj linkami do screenshotów ;/ . Błąd naprawiłem, gdy po porównaniu 1.3.1 z archiwum poprzedniej wersji zauważyłem, że pliki &#039;&#039;Hota.lod&#039;&#039; i &#039;&#039;Hota_lng.lod&#039;&#039;, mają iść do folderu &#039;&#039;Data&#039;&#039; (wtedy też zmiany zaczęły funkcjonować gdy odpaliłem jakąś mapę), ale wgląd Bohaterów nadal jest &#039;uproszczony&#039;, więc zgaduję, że coś jest jeszcze nie tak? Po pierszym skopiowaniu plików nie działało, zrobiłem świeżą instalkę, update HD moda i dopiero po tym zauważyłem to z plikami do &#039;&#039;Data&#039;&#039; - dzisiaj 21.10 HD mod też dostał jakąś łatkę, to może to coś sknociło? Bo jak skopiowałem Pumpkin 1.3.0 to też szczegółowego wglądu brakowało. Chyba, że jeszcze brakuje w folderze Data 1.3.1? (Mam Angielską wersję GOG)&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142554</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142554"/>
		<updated>2024-10-21T18:01:03Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
** You&#039;ll see a different Lizard Warrior buff in 1.3.1. Don&#039;t wanna give away too much before the big day. &lt;br /&gt;
** Scorpicores were buffed - now paralyse hits 25% of the time. &lt;br /&gt;
** Glyphs of Fear and Blood Obelisk are rather weak. &lt;br /&gt;
** Dragon Cave - In 1.3.1 there will be a cost reduction for unupgraded dragon dwelling. But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glyph/Obelisk&#039;&#039;&#039; - Sure, OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manticores/Scorpicores&#039;&#039;&#039; - Consider that they are still relatively weak, potentially the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn&#039;t equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. &lt;br /&gt;
&lt;br /&gt;
Maybe if you don&#039;t want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - &#039;&#039;Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower&#039;&#039;, all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn&#039;t be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is &#039;&#039;really&#039;&#039; similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and &#039;&#039;Wyvern Nest&#039;&#039; Costs 3500g + 15 Wood, while &#039;&#039;Manticores Lair&#039;&#039; Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don&#039;t have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds valuable resources like 10 Mercury on top to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base, and so their 1st Unupgraded Dwellings cost valuable/rarer resources like Gems, Sulfur, Mercury, Crystals. &lt;br /&gt;
&lt;br /&gt;
Cyclops Dwelling Costs only Ore+Gold at base, and they&#039;re Shooters, with &#039;&#039;Siege Walls&#039;&#039;, similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost &#039;&#039;Less&#039;&#039; [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are &#039;&#039;much&#039;&#039; better 6th Tier Units than Manticore statwise. Base Cavalier even has the Jousting ability already. And there exist Base Dwellings that Cost even less than 4000g, like &#039;&#039;Altar of Thought&#039;&#039; 3000g, &#039;&#039;Cyclops Cave&#039;&#039; 3500g, both giving better Units.&lt;br /&gt;
&lt;br /&gt;
An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity, costing 900g/unit - stronger than 1050g Scorpicore. An Upg. Efreety Sultan costing 1100g (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and Fire Shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore &#039;&#039;Cost Increase&#039;&#039; to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs).&lt;br /&gt;
&lt;br /&gt;
And no, I don&#039;t favor Dungeon/Scorpicore as my Town/Creature of Choice, even if it sounds like that XD &#039;&#039;(The Statistics speak for themselves!)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* Fair enough, I just checked the numbers and yeah Scorpicores are trash. They&#039;ll get a small number buff. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And&#039;&#039; the Manticore Lair (Base) -5 Sulfur, -1000g? To 4000g, 5 Mercury, 5 Wood, 5 Ore? &#039;&#039;*Nudge, Nudge*&#039;&#039; :D&lt;br /&gt;
&lt;br /&gt;
The Cost of Base Lair actually started bothering me more and more the deeper I went into comparing Manticores against other, &#039;&#039;proper&#039;&#039; Tier 6 Units and &#039;&#039;their&#039;&#039; usual Dwelling Costs.&lt;br /&gt;
&lt;br /&gt;
The (Upg.) Manticore Lair Costs can freely remain as they are.&lt;br /&gt;
&lt;br /&gt;
Manticores/Scorpicores really are rather Trashtier 6th lvls. You can always reverse the Cost/Stat Changes later, if it altogether becomes a too strong Buff to Dungeon. Although I honestly doubt that it will end up feeling that way. &lt;br /&gt;
&lt;br /&gt;
- Eldrin.&lt;br /&gt;
&lt;br /&gt;
* Hey Eldrin, check out 1.3.1! A lot of the stuff you&#039;ve asked for is here! - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
Zgaduję, że skoro planujesz zrobić własne polskie tłumaczenie, to pewnie komunikacja po polsku będzie łatwiejsza? (Skoryguj mnie jeśli angielski jest dla ciebie wygodniejszy!)&lt;br /&gt;
&lt;br /&gt;
Ogólnie, wszystkie zmiany są raczej krokiem w dobrym kierunku, chociaż może w niektórych przypadkach nie są one aż tak dotkliwe jak bym tego pragnął :D&lt;br /&gt;
&lt;br /&gt;
Tylko, że coś występuje kilka problemów w mojej wersji H3. Po skopiowaniu 1.3.1 wyskakuje mi błąd (ResourceManager::GetBitmap816 could not find &amp;quot;bitmap8&amp;quot; resource &amp;quot;HPS219Sh.PCX) i zniknął polepszony wgląd Bohaterów (szczegółowe info miast tylko wyświetlania Specjalności Bohaterów) - niestety nie mam uprawnień by dzielić się tutaj linkami do screenshotów ;/ . Błąd naprawiłem, gdy po porównaniu 1.3.1 z archiwum poprzedniej wersji zauważyłem, że pliki &#039;&#039;Hota.lod&#039;&#039; i &#039;&#039;Hota_lng.lod&#039;&#039;, mają iść do folderu &#039;&#039;Data&#039;&#039; (wtedy też zmiany zaczęły funkcjonować gdy odpaliłem jakąś mapę), ale wgląd Bohaterów nadal jest &#039;uproszczony&#039;, więc zgaduję, że coś jest jeszcze nie tak? Po pierszym skopiowaniu plików nie działało, zrobiłem świeżą instalkę i update HD moda - dzisiaj 21.10 HD mod też dostał jakąś łatkę, to może to coś sknociło? (Mam Angielską wersję GOG)&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142553</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142553"/>
		<updated>2024-10-21T18:00:09Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
** You&#039;ll see a different Lizard Warrior buff in 1.3.1. Don&#039;t wanna give away too much before the big day. &lt;br /&gt;
** Scorpicores were buffed - now paralyse hits 25% of the time. &lt;br /&gt;
** Glyphs of Fear and Blood Obelisk are rather weak. &lt;br /&gt;
** Dragon Cave - In 1.3.1 there will be a cost reduction for unupgraded dragon dwelling. But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glyph/Obelisk&#039;&#039;&#039; - Sure, OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manticores/Scorpicores&#039;&#039;&#039; - Consider that they are still relatively weak, potentially the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn&#039;t equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. &lt;br /&gt;
&lt;br /&gt;
Maybe if you don&#039;t want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - &#039;&#039;Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower&#039;&#039;, all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn&#039;t be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is &#039;&#039;really&#039;&#039; similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and &#039;&#039;Wyvern Nest&#039;&#039; Costs 3500g + 15 Wood, while &#039;&#039;Manticores Lair&#039;&#039; Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don&#039;t have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds valuable resources like 10 Mercury on top to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base, and so their 1st Unupgraded Dwellings cost valuable/rarer resources like Gems, Sulfur, Mercury, Crystals. &lt;br /&gt;
&lt;br /&gt;
Cyclops Dwelling Costs only Ore+Gold at base, and they&#039;re Shooters, with &#039;&#039;Siege Walls&#039;&#039;, similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost &#039;&#039;Less&#039;&#039; [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are &#039;&#039;much&#039;&#039; better 6th Tier Units than Manticore statwise. Base Cavalier even has the Jousting ability already. And there exist Base Dwellings that Cost even less than 4000g, like &#039;&#039;Altar of Thought&#039;&#039; 3000g, &#039;&#039;Cyclops Cave&#039;&#039; 3500g, both giving better Units.&lt;br /&gt;
&lt;br /&gt;
An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity, costing 900g/unit - stronger than 1050g Scorpicore. An Upg. Efreety Sultan costing 1100g (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and Fire Shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore &#039;&#039;Cost Increase&#039;&#039; to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs).&lt;br /&gt;
&lt;br /&gt;
And no, I don&#039;t favor Dungeon/Scorpicore as my Town/Creature of Choice, even if it sounds like that XD &#039;&#039;(The Statistics speak for themselves!)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* Fair enough, I just checked the numbers and yeah Scorpicores are trash. They&#039;ll get a small number buff. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And&#039;&#039; the Manticore Lair (Base) -5 Sulfur, -1000g? To 4000g, 5 Mercury, 5 Wood, 5 Ore? &#039;&#039;*Nudge, Nudge*&#039;&#039; :D&lt;br /&gt;
&lt;br /&gt;
The Cost of Base Lair actually started bothering me more and more the deeper I went into comparing Manticores against other, &#039;&#039;proper&#039;&#039; Tier 6 Units and &#039;&#039;their&#039;&#039; usual Dwelling Costs.&lt;br /&gt;
&lt;br /&gt;
The (Upg.) Manticore Lair Costs can freely remain as they are.&lt;br /&gt;
&lt;br /&gt;
Manticores/Scorpicores really are rather Trashtier 6th lvls. You can always reverse the Cost/Stat Changes later, if it altogether becomes a too strong Buff to Dungeon. Although I honestly doubt that it will end up feeling that way. &lt;br /&gt;
&lt;br /&gt;
- Eldrin.&lt;br /&gt;
&lt;br /&gt;
* Hey Eldrin, check out 1.3.1! A lot of the stuff you&#039;ve asked for is here! - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
Zgaduję, że skoro planujesz zrobić własne polskie tłumaczenie, to pewnie komunikacja po polsku będzie łatwiejsza? (Skoryguj mnie jeśli angielski jest dla ciebie wygodniejszy!)&lt;br /&gt;
&lt;br /&gt;
Ogólnie, wszystkie zmiany są raczej krokiem w dobrym kierunku, chociaż może w niektórych przypadkach nie są one aż tak dotkliwe jak bym tego pragnął :D&lt;br /&gt;
&lt;br /&gt;
Tylko, że coś występuje kilka problemów w mojej wersji H3. Po skopiowaniu 1.3.1 wyskakuje mi błąd (ResourceManager::GetBitmap816 could not find &amp;quot;bitmap8&amp;quot; resource &amp;quot;HPS219Sh.PCX) i zniknął polepszony wgląd Bohaterów (szczegółowe info miast tylko wyświetlania Specjalności Bohaterów) - niestety nie mam uprawnień by dzielić się linkami do screenshotów ;/ . Błąd naprawiłem, gdy po porównaniu 1.3.1 z archiwum poprzedniej wersji zauważyłem, że pliki &#039;&#039;Hota.lod&#039;&#039; i &#039;&#039;Hota_lng.lod&#039;&#039;, mają iść do folderu &#039;&#039;Data&#039;&#039; (wtedy też zmiany zaczęły funkcjonować gdy odpaliłem jakąś mapę), ale wgląd Bohaterów nadal jest &#039;uproszczony&#039;, więc zgaduję, że coś jest jeszcze nie tak? Po pierszym skopiowaniu plików nie działało, zrobiłem świeżą instalkę i update HD moda - dzisiaj 21.10 HD mod też dostał jakąś łatkę, to może to coś sknociło? (Mam Angielską wersję GOG)&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142450</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142450"/>
		<updated>2024-10-20T18:44:18Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
** You&#039;ll see a different Lizard Warrior buff in 1.3.1. Don&#039;t wanna give away too much before the big day. &lt;br /&gt;
** Scorpicores were buffed - now paralyse hits 25% of the time. &lt;br /&gt;
** Glyphs of Fear and Blood Obelisk are rather weak. &lt;br /&gt;
** Dragon Cave - In 1.3.1 there will be a cost reduction for unupgraded dragon dwelling. But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glyph/Obelisk&#039;&#039;&#039; - Sure, OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manticores/Scorpicores&#039;&#039;&#039; - Consider that they are still relatively weak, potentially the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn&#039;t equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. &lt;br /&gt;
&lt;br /&gt;
Maybe if you don&#039;t want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - &#039;&#039;Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower&#039;&#039;, all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn&#039;t be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is &#039;&#039;really&#039;&#039; similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and &#039;&#039;Wyvern Nest&#039;&#039; Costs 3500g + 15 Wood, while &#039;&#039;Manticores Lair&#039;&#039; Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don&#039;t have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds valuable resources like 10 Mercury on top to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base, and so their 1st Unupgraded Dwellings cost valuable/rarer resources like Gems, Sulfur, Mercury, Crystals. &lt;br /&gt;
&lt;br /&gt;
Cyclops Dwelling Costs only Ore+Gold at base, and they&#039;re Shooters, with &#039;&#039;Siege Walls&#039;&#039;, similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost &#039;&#039;Less&#039;&#039; [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are &#039;&#039;much&#039;&#039; better 6th Tier Units than Manticore statwise. Base Cavalier even has the Jousting ability already. And there exist Base Dwellings that Cost even less than 4000g, like &#039;&#039;Altar of Thought&#039;&#039; 3000g, &#039;&#039;Cyclops Cave&#039;&#039; 3500g, both giving better Units.&lt;br /&gt;
&lt;br /&gt;
An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity, costing 900g/unit - stronger than 1050g Scorpicore. An Upg. Efreety Sultan costing 1100g (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and Fire Shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore &#039;&#039;Cost Increase&#039;&#039; to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs).&lt;br /&gt;
&lt;br /&gt;
And no, I don&#039;t favor Dungeon/Scorpicore as my Town/Creature of Choice, even if it sounds like that XD &#039;&#039;(The Statistics speak for themselves!)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* Fair enough, I just checked the numbers and yeah Scorpicores are trash. They&#039;ll get a small number buff. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And&#039;&#039; the Manticore Lair (Base) -5 Sulfur, -1000g? To 4000g, 5 Mercury, 5 Wood, 5 Ore? &#039;&#039;*Nudge, Nudge*&#039;&#039; :D&lt;br /&gt;
&lt;br /&gt;
The Cost of Base Lair actually started bothering me more and more the deeper I went into comparing Manticores against other, &#039;&#039;proper&#039;&#039; Tier 6 Units and &#039;&#039;their&#039;&#039; usual Dwelling Costs.&lt;br /&gt;
&lt;br /&gt;
The (Upg.) Manticore Lair Costs can freely remain as they are.&lt;br /&gt;
&lt;br /&gt;
Manticores/Scorpicores really are rather Trashtier 6th lvls. You can always reverse the Cost/Stat Changes later, if it altogether becomes a too strong Buff to Dungeon. Although I honestly doubt that it will end up feeling that way. &lt;br /&gt;
&lt;br /&gt;
- Eldrin.&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142449</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142449"/>
		<updated>2024-10-20T18:42:53Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
** You&#039;ll see a different Lizard Warrior buff in 1.3.1. Don&#039;t wanna give away too much before the big day. &lt;br /&gt;
** Scorpicores were buffed - now paralyse hits 25% of the time. &lt;br /&gt;
** Glyphs of Fear and Blood Obelisk are rather weak. &lt;br /&gt;
** Dragon Cave - In 1.3.1 there will be a cost reduction for unupgraded dragon dwelling. But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glyph/Obelisk&#039;&#039;&#039; - Sure, OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manticores/Scorpicores&#039;&#039;&#039; - Consider that they are still relatively weak, potentially the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn&#039;t equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. &lt;br /&gt;
&lt;br /&gt;
Maybe if you don&#039;t want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - &#039;&#039;Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower&#039;&#039;, all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn&#039;t be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is &#039;&#039;really&#039;&#039; similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and &#039;&#039;Wyvern Nest&#039;&#039; Costs 3500g + 15 Wood, while &#039;&#039;Manticores Lair&#039;&#039; Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don&#039;t have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds valuable resources like 10 Mercury on top to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base, and so their 1st Unupgraded Dwellings cost valuable/rarer resources like Gems, Sulfur, Mercury, Crystals. &lt;br /&gt;
&lt;br /&gt;
Cyclops Dwelling Costs only Ore+Gold at base, and they&#039;re Shooters, with &#039;&#039;Siege Walls&#039;&#039;, similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost &#039;&#039;Less&#039;&#039; [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are &#039;&#039;much&#039;&#039; better 6th Tier Units than Manticore statwise. Base Cavalier even has the Jousting ability already. And there exist Base Dwellings that Cost even less than 4000g, like &#039;&#039;Altar of Thought&#039;&#039; 3000g, &#039;&#039;Cyclops Cave&#039;&#039; 3500g, both giving better Units.&lt;br /&gt;
&lt;br /&gt;
An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity, costing 900g/unit - stronger than 1050g Scorpicore. An Upg. Efreety Sultan costing 1100g (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and Fire Shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore &#039;&#039;Cost Increase&#039;&#039; to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs).&lt;br /&gt;
&lt;br /&gt;
And no, I don&#039;t favor Dungeon/Scorpicore as my Town/Creature of Choice, even if it sounds like that XD &#039;&#039;(The Statistics speak for themselves!)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* Fair enough, I just checked the numbers and yeah Scorpicores are trash. They&#039;ll get a small number buff. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And&#039;&#039; the Manticore Lair (Base) -5 Sulfur, -1000g? To 4000g, 5 Mercury, 5 Wood, 5 Ore? &#039;&#039;*Nudge, Nudge*&#039;&#039; :D&lt;br /&gt;
&lt;br /&gt;
The Cost of Base Lair actually started bothering me more and more the deeper I compared Manticores against other Tier 6 Units and &#039;&#039;their&#039;&#039; usual Dwelling Costs.&lt;br /&gt;
&lt;br /&gt;
The (Upg.) Manticore Lair costs can freely remain as they are.&lt;br /&gt;
&lt;br /&gt;
Manticores/Scorpicores really are rather Trashtier 6th lvls. You can always reverse the Cost/Stat Changes later, if it altogether becomes a too strong Buff to Dungeon. &lt;br /&gt;
&lt;br /&gt;
- Eldrin.&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142448</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142448"/>
		<updated>2024-10-20T18:14:53Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
** You&#039;ll see a different Lizard Warrior buff in 1.3.1. Don&#039;t wanna give away too much before the big day. &lt;br /&gt;
** Scorpicores were buffed - now paralyse hits 25% of the time. &lt;br /&gt;
** Glyphs of Fear and Blood Obelisk are rather weak. &lt;br /&gt;
** Dragon Cave - In 1.3.1 there will be a cost reduction for unupgraded dragon dwelling. But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glyph/Obelisk&#039;&#039;&#039; - Sure, OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manticores/Scorpicores&#039;&#039;&#039; - Consider that they are still relatively weak, potentially the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn&#039;t equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. &lt;br /&gt;
&lt;br /&gt;
Maybe if you don&#039;t want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - &#039;&#039;Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower&#039;&#039;, all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn&#039;t be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is &#039;&#039;really&#039;&#039; similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and &#039;&#039;Wyvern Nest&#039;&#039; Costs 3500g + 15 Wood, while &#039;&#039;Manticores Lair&#039;&#039; Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don&#039;t have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds valuable resources like 10 Mercury on top to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base, and so their 1st Unupgraded Dwellings cost valuable/rarer resources like Gems, Sulfur, Mercury, Crystals. &lt;br /&gt;
&lt;br /&gt;
Cyclops Dwelling Costs only Ore+Gold at base, and they&#039;re Shooters, with &#039;&#039;Siege Walls&#039;&#039;, similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost &#039;&#039;Less&#039;&#039; [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are &#039;&#039;much&#039;&#039; better 6th Tier Units than Manticore statwise. Base Cavalier even has the Jousting ability already. And there exist Base Dwellings that Cost even less than 4000g, like &#039;&#039;Altar of Thought&#039;&#039; 3000g, &#039;&#039;Cyclops Cave&#039;&#039; 3500g, both giving better Units.&lt;br /&gt;
&lt;br /&gt;
An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity, costing 900g/unit - stronger than 1050g Scorpicore. An Upg. Efreety Sultan costing 1100g (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and Fire Shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore &#039;&#039;Cost Increase&#039;&#039; to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs).&lt;br /&gt;
&lt;br /&gt;
And no, I don&#039;t favor Dungeon/Scorpicore as my Town/Creature of Choice, even if it sounds like that XD &#039;&#039;(The Statistics speak for themselves!)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* Fair enough, I just checked the numbers and yeah Scorpicores are trash. They&#039;ll get a small number buff. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And&#039;&#039; the Manticore Lair (Base) -5 Sulfur, -1000g? To 4000g, 5 Mercury, 5 Wood, 5 Ore? &#039;&#039;*Nudge, Nudge*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Upg.) Manticore Lair costs can remain as they are.&lt;br /&gt;
&lt;br /&gt;
Manticores/Scorpicores really are Trashtier 6th lvls. You can always reverse the Cost Changes later, if it feels as too much of a Buff.&lt;br /&gt;
&lt;br /&gt;
- Eldrin.&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142447</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142447"/>
		<updated>2024-10-20T18:14:32Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
** You&#039;ll see a different Lizard Warrior buff in 1.3.1. Don&#039;t wanna give away too much before the big day. &lt;br /&gt;
** Scorpicores were buffed - now paralyse hits 25% of the time. &lt;br /&gt;
** Glyphs of Fear and Blood Obelisk are rather weak. &lt;br /&gt;
** Dragon Cave - In 1.3.1 there will be a cost reduction for unupgraded dragon dwelling. But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glyph/Obelisk&#039;&#039;&#039; - Sure, OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manticores/Scorpicores&#039;&#039;&#039; - Consider that they are still relatively weak, potentially the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn&#039;t equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. &lt;br /&gt;
&lt;br /&gt;
Maybe if you don&#039;t want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - &#039;&#039;Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower&#039;&#039;, all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn&#039;t be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is &#039;&#039;really&#039;&#039; similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and &#039;&#039;Wyvern Nest&#039;&#039; Costs 3500g + 15 Wood, while &#039;&#039;Manticores Lair&#039;&#039; Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don&#039;t have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds valuable resources like 10 Mercury on top to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base, and so their 1st Unupgraded Dwellings cost valuable/rarer resources like Gems, Sulfur, Mercury, Crystals. &lt;br /&gt;
&lt;br /&gt;
Cyclops Dwelling Costs only Ore+Gold at base, and they&#039;re Shooters, with &#039;&#039;Siege Walls&#039;&#039;, similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost &#039;&#039;Less&#039;&#039; [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are &#039;&#039;much&#039;&#039; better 6th Tier Units than Manticore statwise. Base Cavalier even has the Jousting ability already. And there exist Base Dwellings that Cost even less than 4000g, like &#039;&#039;Altar of Thought&#039;&#039; 3000g, &#039;&#039;Cyclops Cave&#039;&#039; 3500g, both giving better Units.&lt;br /&gt;
&lt;br /&gt;
An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity, costing 900g/unit - stronger than 1050g Scorpicore. An Upg. Efreety Sultan costing 1100g (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and Fire Shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore &#039;&#039;Cost Increase&#039;&#039; to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs).&lt;br /&gt;
&lt;br /&gt;
And no, I don&#039;t favor Dungeon/Scorpicore as my Town/Creature of Choice, even if it sounds like that XD &#039;&#039;(The Statistics speak for themselves!)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* Fair enough, I just checked the numbers and yeah Scorpicores are trash. They&#039;ll get a small number buff. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And&#039;&#039; the Manticore Lair (Base) -5 Sulfur, -1000g? To 4000g, 5 Mercury, 5 Wood, 5 Ore? &#039;&#039;*Nudge, Nudge*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Upg.) Manticore Lair costs can remain as they are.&lt;br /&gt;
&lt;br /&gt;
Manticores/Scorpicores really are Trashtier 6th lvls. You can Always reverse the Cost Changes later, if it feels as too much of a Buff.&lt;br /&gt;
&lt;br /&gt;
- Eldrin.&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142445</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142445"/>
		<updated>2024-10-20T17:44:50Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
** You&#039;ll see a different Lizard Warrior buff in 1.3.1. Don&#039;t wanna give away too much before the big day. &lt;br /&gt;
** Scorpicores were buffed - now paralyse hits 25% of the time. &lt;br /&gt;
** Glyphs of Fear and Blood Obelisk are rather weak. &lt;br /&gt;
** Dragon Cave - In 1.3.1 there will be a cost reduction for unupgraded dragon dwelling. But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glyph/Obelisk&#039;&#039;&#039; - Sure, OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manticores/Scorpicores&#039;&#039;&#039; - Consider that they are still relatively weak, potentially the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn&#039;t equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. &lt;br /&gt;
&lt;br /&gt;
Maybe if you don&#039;t want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - &#039;&#039;Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower&#039;&#039;, all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn&#039;t be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is &#039;&#039;really&#039;&#039; similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and &#039;&#039;Wyvern Nest&#039;&#039; Costs 3500g + 15 Wood, while &#039;&#039;Manticores Lair&#039;&#039; Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don&#039;t have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds valuable resources like 10 Mercury on top to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base, and so their 1st Unupgraded Dwellings cost valuable/rarer resources like Gems, Sulfur, Mercury, Crystals. &lt;br /&gt;
&lt;br /&gt;
Cyclops Dwelling Costs only Ore+Gold at base, and they&#039;re Shooters, with &#039;&#039;Siege Walls&#039;&#039;, similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost &#039;&#039;Less&#039;&#039; [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are &#039;&#039;much&#039;&#039; better 6th Tier Units than Manticore statwise. Base Cavalier even has the Jousting ability already. And there exist Base Dwellings that Cost even less than 4000g, like &#039;&#039;Altar of Thought&#039;&#039; 3000g, &#039;&#039;Cyclops Cave&#039;&#039; 3500g, both giving better Units.&lt;br /&gt;
&lt;br /&gt;
An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity, costing 900g/unit - stronger than 1050g Scorpicore. An Upg. Efreety Sultan costing 1100g (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and Fire Shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore &#039;&#039;Cost Increase&#039;&#039; to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs).&lt;br /&gt;
&lt;br /&gt;
And no, I don&#039;t favor Dungeon/Scorpicore as my Town/Creature of Choice, even if it sounds like that XD &#039;&#039;(The Statistics speak for themselves!)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142444</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142444"/>
		<updated>2024-10-20T17:43:23Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
** You&#039;ll see a different Lizard Warrior buff in 1.3.1. Don&#039;t wanna give away too much before the big day. &lt;br /&gt;
** Scorpicores were buffed - now paralyse hits 25% of the time. &lt;br /&gt;
** Glyphs of Fear and Blood Obelisk are rather weak. &lt;br /&gt;
** Dragon Cave - In 1.3.1 there will be a cost reduction for unupgraded dragon dwelling. But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glyph/Obelisk&#039;&#039;&#039; - Sure, OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manticores/Scorpicores&#039;&#039;&#039; - Consider that they are still relatively weak, potentially the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn&#039;t equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. &lt;br /&gt;
&lt;br /&gt;
Maybe if you don&#039;t want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - &#039;&#039;Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower&#039;&#039;, all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn&#039;t be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is &#039;&#039;really&#039;&#039; similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and &#039;&#039;Wyvern Nest&#039;&#039; Costs 3500g + 15 Wood, while &#039;&#039;Manticores Lair&#039;&#039; Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don&#039;t have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds valuable resources like 10 Mercury on top to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base, and so their 1st Unupgraded Dwellings cost valuable/rarer resources like Gems, Sulfur, Mercury, Crystals. &lt;br /&gt;
&lt;br /&gt;
Cyclops Dwelling Costs only Ore+Gold at base, and they&#039;re Shooters, with &#039;&#039;Siege Walls&#039;&#039;, similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost &#039;&#039;Less&#039;&#039; [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are much better 6th Tier Units than Manticore statwise and Base Cavalier already has the Jousting ability. And there exist Base Dwellings that Cost even less than 4000g, like &#039;&#039;Altar of Thought&#039;&#039; 3000g, &#039;&#039;Cyclops Cave&#039;&#039; 3500g, both giving better Units.&lt;br /&gt;
&lt;br /&gt;
An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity, costing 900g/unit - stronger than 1050g Scorpicore. An Upg. Efreety Sultan costing 1100g (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and Fire Shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore &#039;&#039;Cost Increase&#039;&#039; to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs).&lt;br /&gt;
&lt;br /&gt;
And no, I don&#039;t favor Dungeon/Scorpicore as my Town/Creature of Choice, even if it sounds like that XD &#039;&#039;(The Statistics speak for themselves!)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142443</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142443"/>
		<updated>2024-10-20T17:39:06Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
** You&#039;ll see a different Lizard Warrior buff in 1.3.1. Don&#039;t wanna give away too much before the big day. &lt;br /&gt;
** Scorpicores were buffed - now paralyse hits 25% of the time. &lt;br /&gt;
** Glyphs of Fear and Blood Obelisk are rather weak. &lt;br /&gt;
** Dragon Cave - In 1.3.1 there will be a cost reduction for unupgraded dragon dwelling. But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glyph/Obelisk&#039;&#039;&#039; - Sure, OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manticores/Scorpicores&#039;&#039;&#039; - Consider that they are still relatively weak, potentially the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn&#039;t equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. &lt;br /&gt;
&lt;br /&gt;
Maybe if you don&#039;t want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - &#039;&#039;Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower&#039;&#039;, all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn&#039;t be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is &#039;&#039;really&#039;&#039; similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and &#039;&#039;Wyvern Nest&#039;&#039; Costs 3500g + 15 Wood, while &#039;&#039;Manticores Lair&#039;&#039; Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don&#039;t have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds valuable resources like 10 Mercury on top to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base, and so their 1st Unupgraded Dwellings cost valuable/rarer resources like Gems, Sulfur, Mercury, Crystals. &lt;br /&gt;
&lt;br /&gt;
Cyclops Dwelling Costs only Ore+Gold at base, and they&#039;re Shooters, with &#039;&#039;Siege Walls&#039;&#039;, similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost &#039;&#039;Less&#039;&#039; [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are much better 6th Tier Units than Manticore with stats and Cavalier&#039;s base Jousting ability. And there are Base Dwellings that Cost even less than 4000g, like &#039;&#039;Altar of Thought&#039;&#039; 3000g, &#039;&#039;Cyclops Cave&#039;&#039; 3500g, both giving better Units.&lt;br /&gt;
&lt;br /&gt;
An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity, costing 900g/unit - stronger than 1050g Scorpicore. An Upg. Efreety Sultan costing 1100g (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and Fire Shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore &#039;&#039;Cost Increase&#039;&#039; to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs).&lt;br /&gt;
&lt;br /&gt;
And no, I don&#039;t favor Dungeon/Scorpicore as my Town/Creature of Choice, even if it sounds like that XD &#039;&#039;(The Statistics speak for themselves!)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142442</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142442"/>
		<updated>2024-10-20T17:38:37Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
** You&#039;ll see a different Lizard Warrior buff in 1.3.1. Don&#039;t wanna give away too much before the big day. &lt;br /&gt;
** Scorpicores were buffed - now paralyse hits 25% of the time. &lt;br /&gt;
** Glyphs of Fear and Blood Obelisk are rather weak. &lt;br /&gt;
** Dragon Cave - In 1.3.1 there will be a cost reduction for unupgraded dragon dwelling. But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glyph/Obelisk&#039;&#039;&#039; - Sure, OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manticores/Scorpicores&#039;&#039;&#039; - Consider that they are still relatively weak, potentially the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn&#039;t equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. &lt;br /&gt;
&lt;br /&gt;
Maybe if you don&#039;t want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - &#039;&#039;Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower&#039;&#039;, all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn&#039;t be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is &#039;&#039;really&#039;&#039; similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and &#039;&#039;Wyvern Nest&#039;&#039; Costs 3500g + 15 Wood, while &#039;&#039;Manticores Lair&#039;&#039; Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don&#039;t have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds valuable resources like 10 Mercury on top to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base, and so their 1st Unupgraded Dwellings cost valuable/rarer resources like Gems, Sulfur, Mercury, Crystals. &lt;br /&gt;
&lt;br /&gt;
Cyclops Dwelling Costs only Ore+Gold at base, and they&#039;re Shooters, with &#039;&#039;Siege Walls&#039;&#039;, similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost &#039;&#039;Less&#039;&#039; [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are much better 6th Tier Units than Manticore with stats and Cavalier&#039;s base Jousting ability. And there are Base Dwellings that Cost even less than 4000g, like &#039;&#039;Altar of Thought&#039;&#039; 3000g, &#039;&#039;Cyclops Cave&#039;&#039; 3500g, both giving better Units.&lt;br /&gt;
&lt;br /&gt;
An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity, costing 900g/unit - stronger than 1050g Scorpicore. An Upg. Efreety Sultan costing 1100g (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and Fire Shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore &#039;&#039;Cost Increase&#039;&#039; to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs).&lt;br /&gt;
&lt;br /&gt;
And no, I don&#039;t favor Dungeon/Scorpicore as my Town/Creature of Choice, even if it sounds like that XD (The Statistics speak for themselves!)&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142441</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142441"/>
		<updated>2024-10-20T17:33:08Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
** You&#039;ll see a different Lizard Warrior buff in 1.3.1. Don&#039;t wanna give away too much before the big day. &lt;br /&gt;
** Scorpicores were buffed - now paralyse hits 25% of the time. &lt;br /&gt;
** Glyphs of Fear and Blood Obelisk are rather weak. &lt;br /&gt;
** Dragon Cave - In 1.3.1 there will be a cost reduction for unupgraded dragon dwelling. But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glyph/Obelisk&#039;&#039;&#039; - Sure, OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manticores/Scorpicores&#039;&#039;&#039; - Consider that they are still relatively weak, potentially the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn&#039;t equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. &lt;br /&gt;
&lt;br /&gt;
Maybe if you don&#039;t want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - &#039;&#039;Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower&#039;&#039;, all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn&#039;t be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is &#039;&#039;really&#039;&#039; similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and &#039;&#039;Wyvern Nest&#039;&#039; Costs 3500g + 15 Wood, while &#039;&#039;Manticores Lair&#039;&#039; Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don&#039;t have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds valuable resources like 10 Mercury on top to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base, and so their 1st Unupgraded Dwellings cost valuable/rarer resources like Gems, Sulfur, Mercury, Crystals. &lt;br /&gt;
&lt;br /&gt;
Cyclops Dwelling Costs only Ore+Gold at base, and they&#039;re Shooters, with &#039;&#039;Siege Walls&#039;&#039;, similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost &#039;&#039;Less&#039;&#039; [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are much better 6th Tier Units than Manticore with stats and Cavalier&#039;s base Jousting ability. And there are Base Dwellings that Cost even less than 4000g, like &#039;&#039;Altar of Thought&#039;&#039; 3000g, &#039;&#039;Cyclops Cave&#039;&#039; 3500g, both giving better Units.&lt;br /&gt;
&lt;br /&gt;
An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity. An Upg. Efreety Sultan costing 1100 (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and fire shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore &#039;&#039;Cost Increase&#039;&#039; to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs).&lt;br /&gt;
&lt;br /&gt;
And no, I don&#039;t favor Dungeon/Scorpicore as my Town/Creature of Choice, even if it sounds like that XD (The Statistics speak for themselves!)&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142440</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142440"/>
		<updated>2024-10-20T17:30:08Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
** You&#039;ll see a different Lizard Warrior buff in 1.3.1. Don&#039;t wanna give away too much before the big day. &lt;br /&gt;
** Scorpicores were buffed - now paralyse hits 25% of the time. &lt;br /&gt;
** Glyphs of Fear and Blood Obelisk are rather weak. &lt;br /&gt;
** Dragon Cave - In 1.3.1 there will be a cost reduction for unupgraded dragon dwelling. But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glyph/Obelisk&#039;&#039;&#039; - Sure, OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manticores/Scorpicores&#039;&#039;&#039; - Consider that they are still relatively weak, potentially the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn&#039;t equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. &lt;br /&gt;
&lt;br /&gt;
Maybe if you don&#039;t want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - &#039;&#039;Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower&#039;&#039;, all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn&#039;t be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is &#039;&#039;really&#039;&#039; similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and &#039;&#039;Wyvern Nest&#039;&#039; Costs 3500g + 15 Wood, while &#039;&#039;Manticores Lair&#039;&#039; Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don&#039;t have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds valuable resources like 10 Mercury on top to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base, and so their 1st Unupgraded Dwellings cost valuable/rarer resources like Gems, Sulfur, Mercury, Crystals. &lt;br /&gt;
&lt;br /&gt;
Cyclops Dwelling Costs only Ore+Gold at base, and they&#039;re Shooters, with &#039;&#039;Siege Walls&#039;&#039;, similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost &#039;&#039;Less&#039;&#039; [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are much better 6th Tier Units than Manticore with stats and Cavalier&#039;s base Jousting ability. And there are Base Dwellings that Cost even less than 4000g, like &#039;&#039;Altar of Thought&#039;&#039; 3000g, &#039;&#039;Cyclops Cave&#039;&#039; 3500g, both giving better Units.&lt;br /&gt;
&lt;br /&gt;
An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity. An Upg. Efreety Sultan costing 1100 (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and fire shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore &#039;&#039;Cost Increase&#039;&#039; to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs).&lt;br /&gt;
&lt;br /&gt;
And no, I don&#039;t favor Dungeon/Scorpicore as my Town/Creature of Choice, even if it sounds like that XD&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142439</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142439"/>
		<updated>2024-10-20T17:29:18Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
** You&#039;ll see a different Lizard Warrior buff in 1.3.1. Don&#039;t wanna give away too much before the big day. &lt;br /&gt;
** Scorpicores were buffed - now paralyse hits 25% of the time. &lt;br /&gt;
** Glyphs of Fear and Blood Obelisk are rather weak. &lt;br /&gt;
** Dragon Cave - In 1.3.1 there will be a cost reduction for unupgraded dragon dwelling. But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glyph/Obelisk&#039;&#039;&#039; - Sure, OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manticores/Scorpicores&#039;&#039;&#039; - Consider that they are still relatively weak, potentially the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn&#039;t equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. &lt;br /&gt;
&lt;br /&gt;
Maybe if you don&#039;t want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - &#039;&#039;Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower&#039;&#039;, all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn&#039;t be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is &#039;&#039;really&#039;&#039; similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and &#039;&#039;Wyvern Nest&#039;&#039; Costs 3500g + 15 Wood, while &#039;&#039;Manticores Lair&#039;&#039; Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don&#039;t have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds valuable resources like 10 Mercury on top to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base, and so their 1st Unupgraded Dwellings cost valuable/rarer resources like Gems, Sulfur, Mercury, Crystals. &lt;br /&gt;
&lt;br /&gt;
Cyclops Dwelling Costs only Ore+Gold at base, and they&#039;re Shooters, with &#039;&#039;Siege Walls&#039;&#039;, similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost &#039;&#039;Less&#039;&#039; [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are much better 6th Tier Units than Manticore with stats and Cavalier&#039;s base Jousting ability. And there are Base Dwellings that Cost even less than 4000g, like &#039;&#039;Altar of Thought&#039;&#039; 3000g, &#039;&#039;Cyclops Cave&#039;&#039; 3500g, both giving better Units.&lt;br /&gt;
&lt;br /&gt;
An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity. An Upg. Efreety Sultan costing 1100 (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and fire shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore &#039;&#039;Cost Increase&#039;&#039; to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs).&lt;br /&gt;
&lt;br /&gt;
And no, I don&#039;t favor Dungeon as my Town of choice, even if it sounds like that XD&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142438</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142438"/>
		<updated>2024-10-20T17:23:02Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
** You&#039;ll see a different Lizard Warrior buff in 1.3.1. Don&#039;t wanna give away too much before the big day. &lt;br /&gt;
** Scorpicores were buffed - now paralyse hits 25% of the time. &lt;br /&gt;
** Glyphs of Fear and Blood Obelisk are rather weak. &lt;br /&gt;
** Dragon Cave - In 1.3.1 there will be a cost reduction for unupgraded dragon dwelling. But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glyph/Obelisk&#039;&#039;&#039; - Sure, OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manticores/Scorpicores&#039;&#039;&#039; - Consider that they are still relatively weak, possibly the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn&#039;t equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. &lt;br /&gt;
&lt;br /&gt;
Maybe if you don&#039;t want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower, all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn&#039;t be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is &#039;&#039;really&#039;&#039; similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and &#039;&#039;Wyvern Nest&#039;&#039; Costs 3500g + 15 Wood, while &#039;&#039;Manticores Lair&#039;&#039; Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don&#039;t have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds more valuable resources like 10 Mercury to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base. &lt;br /&gt;
&lt;br /&gt;
Cyclops Dwelling Costs only Ore+Gold at base, and they&#039;re Shooters, with &#039;&#039;Siege Walls&#039;&#039;, similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost &#039;&#039;Less&#039;&#039; [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are much better 6th Tier Units than Manticore with stats and Cavalier&#039;s base Jousting ability. And there are Base Dwellings that Cost even less than 4000g, like Altar of Thought 3000g, Cyclops Cave 3500g, both giving better Units.&lt;br /&gt;
&lt;br /&gt;
An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity. An Upg. Efreety Sultan costing 1100 (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and fire shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore &#039;&#039;Cost Increase&#039;&#039; to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs).&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142437</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142437"/>
		<updated>2024-10-20T17:22:27Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
** You&#039;ll see a different Lizard Warrior buff in 1.3.1. Don&#039;t wanna give away too much before the big day. &lt;br /&gt;
** Scorpicores were buffed - now paralyse hits 25% of the time. &lt;br /&gt;
** Glyphs of Fear and Blood Obelisk are rather weak. &lt;br /&gt;
** Dragon Cave - In 1.3.1 there will be a cost reduction for unupgraded dragon dwelling. But know that I am a capricious lover and I take back everything I give, sometimes twofold. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lizard Warrior&#039;&#039;&#039; - OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glyph/Obelisk&#039;&#039;&#039; - Sure, OK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manticores/Scorpicores&#039;&#039;&#039; - Consider that they are still relatively weak, possibly the weakest, even with better Paralyse proc chance (and you did buff other 6th Tier and Lesser Creatures procs while boosting Paralyse, like Unicorn Blind, Death Knight Blow, Thunderbird, Basilisk, Medusa, ... - I do like it, but it doesn&#039;t equalize Scorpicores that much). Iirc WOG buffed Scorpicores to 18-22 Dmg like Wyvern Monarchs (and Poison is 30% on those, right?) and they still felt borderline underwhelming, and rather not worth the Sulfur and Gold Dwelling cost. &lt;br /&gt;
&lt;br /&gt;
Maybe if you don&#039;t want higher Dmg on them, what about making the Scorpicores Upgrade a bit hardier with +15-20 HP, so that they can survive more to try proc some Venom, and at least Cutting Sulfur and reducing the Gold Costs (-1000g so the Base gold costs would be similar to other Unupgraded 6th Tier Dwellings - Fire Lake, Unicorn Glade, Golden Pavilion, Nix Fort, Watchtower, all 4000g for much better 6th Tier Unit Dwellings) from the Base Manticore Dwelling so that players wouldn&#039;t be inclined to skip it in favor of hoarding Sulfur for Dragon Cave. Base Manticore is &#039;&#039;really&#039;&#039; similar to Wyverns, but you can find Wyverns by freeing them from Dragonfly Dens and &#039;&#039;Wyvern Nest&#039;&#039; Costs 3500g + 15 Wood, while &#039;&#039;Manticores Lair&#039;&#039; Costs 5000g + 5 Sulfur + 5 Mercury + 5 Wood + 5 Ore. The more valuable resources Sulfur and Mercury, and 1500 higher Gold are a rather steep price considering that Manticores don&#039;t have Venom or any kind of other special ability or passive yet. Wyvern Monarch Dwelling only adds more valuable resources like 10 Mercury to the Upgrade Cost once the creatures learn Poison. Unicorns, Efreets, Naga, etc. All have Special Abilities at Base. &lt;br /&gt;
&lt;br /&gt;
Cyclops Dwelling Costs only Ore+Gold at base, and they&#039;re Shooters, with &#039;&#039;Siege Walls&#039;&#039;, similar stats to Manticores, better Minimum Dmg [16-20 vs Manticore 14-20] and Cost &#039;&#039;Less&#039;&#039; [Cyclops 750g vs Manticore 850g]. Only Cavaliers and Black Knights have a 5000g/6000g 1st Dwelling Cost, and still no special resources at Base, only Wood/Ore, and both are much better 6th Tier Units than Manticore with stats and Cavalier&#039;s base Jousting ability. And there are Base Dwellings that Cost even less than 4000g, like Altar of Thought 3000g, Cyclops Cave 3500g, both giving better Units.&lt;br /&gt;
&lt;br /&gt;
An Unupgraded Efreety packs more punch (16-24), has more Health (90) and some nice passive immunity. An Upg. Efreety Sultan costing 1100 (50g more than Scorpicore), has still better Dmg and HP stats, passive immunity and fire shield. Unicorns have Blind/Res at base, 18-22 Dmg, 90 HP, at the Cost of 850g, while War Unicorns have Blind/Res, same Dmg, 110 HP at the Cost of 950g.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Cave&#039;&#039;&#039; - Np, I develop Tabletops in my free time, so I know how balancing likes to meander XD. Should be OK tho. And feel free to add those -5 Wood/Ore as +5 Wood/Ore &#039;&#039;Cost Increase&#039;&#039; to the Upgradable Black Dragon Cave - should balance it out (like Ramparts Dragon Cliff does, just with Gold instead of Resources, Base 10000g vs Upg. 20000g, same 30 Ore + 20 Crystals on Base and Upg. Costs).&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142435</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142435"/>
		<updated>2024-10-20T12:26:25Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, with its Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142434</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142434"/>
		<updated>2024-10-20T12:25:10Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance, AND cost &#039;&#039;less&#039;&#039;; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, that has a Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142433</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142433"/>
		<updated>2024-10-20T12:22:59Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind AND Magic resistance; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have really solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold. Some Towns have the same cost for 7th Base &amp;amp; Upg. Dwellings, but I think it would fit Dungeon to have that small bit of upgrade cost variety as Rampart, that has a Dragon equivalent, has it too.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142432</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142432"/>
		<updated>2024-10-20T12:19:19Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling? - Base Manticores don&#039;t have Special Abilities like Paralyzing Venom, so the first building is a bit costly too. &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline. Paralyze is good, but it has a lower chance of triggering than Wyvern Monarch Poison; Unicorns have much frontline stats, Blind and Magic resistance; Cyclops can attack from a safe distance and Shoot walls; Cavaliers have Jousting; Efreeti have solid stats, Fire Immunity and get Fire Shield at Upg., etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold, etc.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142431</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142431"/>
		<updated>2024-10-20T12:11:29Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur &amp;amp; -2 Mercury cost reduction to Manticore (Base) Dwelling - Manticores don&#039;t have Paralyze? &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold, etc.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142430</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142430"/>
		<updated>2024-10-20T12:08:56Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement (or not? Gunslingers have some Preemptive Shot, right?), and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur Cost reduction to Manticore (Base or Upg.) Dwelling? &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold, etc.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142429</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142429"/>
		<updated>2024-10-20T12:07:29Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement, and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And a -2 Sulfur Cost reduction to Manticore (Base or Upg.) Dwelling? &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold, etc.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142428</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142428"/>
		<updated>2024-10-20T11:54:04Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement, and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And/Or a -2 Sulfur Cost reduction to Manticore (Base) Dwelling? &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to other creatures at the same Tier, they&#039;re the weakest of them all, cost more than better equivalents, die very easily and don&#039;t do much Dmg on the frontline.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold, etc.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142427</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142427"/>
		<updated>2024-10-20T11:25:51Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement, and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And/Or a -2 Sulfur Cost reduction to Manticore (Base) Dwelling? &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to most other creatures at the same Tier, they&#039;re one of the weakest, die very easily and don&#039;t do much Dmg on the frontline.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold, etc.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142426</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142426"/>
		<updated>2024-10-20T11:24:23Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement, and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And/Or a small -2 Sulfur Cost to Manticore (Base) Dwelling? &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit. Compared to most other creatures at the same Tier, they&#039;re one of the weakest, die very easily and don&#039;t do much Dmg on the frontline.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold, etc.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142425</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142425"/>
		<updated>2024-10-20T11:18:59Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement, and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-20 HP? And/Or a small -2 Sulfur Cost to Manticore (Base) Dwelling? &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold, etc.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142424</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142424"/>
		<updated>2024-10-20T11:14:02Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement, and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-15 HP? And/Or a small -2 Sulfur Cost to Manticore (Base) Dwelling? &#039;&#039;// They kinda suck stat-wise as an Upg. 6th lvl unit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold, etc.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142423</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142423"/>
		<updated>2024-10-20T11:09:18Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement, and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Scorpicore -&#039;&#039;&#039;&#039;&#039; They kinda suck stat-wise as an Upg. 6th lvl unit. Maybe a small Dmg boost from 14-20 to 15/16-21/22, +10-15 HP? And/Or a small -2 Sulfur Cost to Manticore (Base) Dwelling?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold, etc.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142422</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142422"/>
		<updated>2024-10-20T10:33:30Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement, and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 20-40g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold, etc.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142421</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142421"/>
		<updated>2024-10-20T10:27:47Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement, and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 5-30g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Upg. Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold, etc.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142420</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142420"/>
		<updated>2024-10-20T10:16:06Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement, and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 5-30g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold, etc.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142419</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142419"/>
		<updated>2024-10-20T10:15:49Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement, and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 5-30g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings, a 1st LvL Unit, have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold, etc.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142418</id>
		<title>User talk:Csaros</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=User_talk:Csaros&amp;diff=142418"/>
		<updated>2024-10-20T10:14:49Z</updated>

		<summary type="html">&lt;p&gt;Eldrin: /* Request - Small Town Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pumpkin Patch - User Requests =&lt;br /&gt;
&lt;br /&gt;
== Monoliths ==&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I love the changes made to HOTA!&lt;br /&gt;
&lt;br /&gt;
Do you think it would be possible to add a function where if you click a gateway/monolith it shows you the opposite end?&lt;br /&gt;
&lt;br /&gt;
Kind regards&lt;br /&gt;
&lt;br /&gt;
* I&#039;m gonna say probably not. The best that could possibly be done is probably something similar to quest messages &amp;quot;The Grail may be found in the %s regions of the world.&amp;quot; or &amp;quot;The Grail may be found in the %s regions of the underworld.&amp;quot;. But I don&#039;t think this could work with more than 1 exit for a portal. I&#039;ll put it in the To-Do list, but I&#039;ll honestly say I don&#039;t think this can be done. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 17:38, 1 October 2024 (UTC)&lt;br /&gt;
* Update: Melkor showed me that ERA has a similar feature. I&#039;ll try to figure out how they did it. [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 18:10, 6 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fix Faerie Dragon damage calculation ==&lt;br /&gt;
&lt;br /&gt;
Faerie Dragons don&#039;t increase damage based on spell damage artis for Lightning Bolt, Ice bolt and Magic Arrow. (as noted by Melkor).&lt;br /&gt;
&lt;br /&gt;
== Request - Mysticism Buff / Mana Regen Items Buff ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Changes Requested:&#039;&#039;&#039;&#039;&#039; Increased to 6/12/18 (Wouldn&#039;t even grant a &#039;&#039;Fly&#039;&#039;) - 10/20/30 (&#039;&#039;Fly&#039;&#039; + &#039;&#039;Lightning Bolt&#039;&#039;, or 1 &#039;&#039;Dimension Door&#039;&#039;) Mana per Day, or maybe 6/13/25 depending on how much viable you want the skill to be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Reasoning:&#039;&#039;&#039;&#039;&#039; Even with HOTAs update to 5/10/15 and your buff of the Hero Mysticism Speciality, the skill still doesn&#039;t feel that great in play. There are just much better option like Intelligence or Magic Schools, or any kind of Combat skill for a Battle Focused Frontline Character &#039;&#039;&#039;considering that you can just regenerate Mana to &#039;&#039;Full&#039;&#039; while spending a day in Town or by drinking from a Magic Well&#039;&#039;&#039;. In WOG/ERA you could set Mysticism to regen a percentage of max mana (10%/20%/30%) instead, and it still didn&#039;t feel game breaking. &lt;br /&gt;
&lt;br /&gt;
I honestly believe that even making it 10/20/30 points per day wouldn&#039;t overbuff it - there are plentiful of better skill option - while it would lead to Mysticism being much more bearable/viable. Compared to a Mage with Intelligence, who with 10-15 Wisdom would have 150-225pt Mana (or &#039;&#039;considerably&#039;&#039; more in longer games on bigger maps), and could still regen it so much more quickly &#039;&#039;in one go&#039;&#039; even without the Mysticism skill. Point based reg. Mysticism focused to Expert in the early game would at least allow Mage Heroes to fling a few spells more frequently in exploration-encounter combat.&lt;br /&gt;
&lt;br /&gt;
Mysticism Hero Speciality could even become additonal 2/lvl regen, instead of 1pt, with those changes above, and &#039;&#039;maybe&#039;&#039; would be kinda ok/good in the late game. You can just regen Mana too easily with other options...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Mana Items:&#039;&#039;&#039;&#039;&#039; In relation to the above, mana reg. items are really weak except for the combined item &amp;quot;Wizard&#039;s Well&amp;quot;. Making the Charm/Talisman/Mystic Orb of Mana grant 2/4/6 or 3/6/9 reg. would be a really nice improvement.&lt;br /&gt;
&lt;br /&gt;
Hope my suggestions didn&#039;t sound overly &amp;quot;stiff/businesslike&amp;quot; :D&lt;br /&gt;
&lt;br /&gt;
I&#039;m greatly enjoying playing HOTA again, with your mod-patch on top. Thank you for all your hard work!&lt;br /&gt;
&lt;br /&gt;
Kind Regards, &lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
* Granted. You&#039;ll see it in 1.3.1. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]])&lt;br /&gt;
&lt;br /&gt;
== Request - Various Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you can edit Spell Schools:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Remove Obstacle -&#039;&#039;&#039; Making it an All Schools spell would be nice (You can even make its costs higher [5/3 or 6/4] in exchange). Doesn&#039;t really feel like it should belong only to Water, or any 1 Element. Making it so it could remove 2 natural obstacles at Expert would be great, even at a higher Mana cost, but I&#039;m unsure if that&#039;s even possible to edit in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Force Field -&#039;&#039;&#039; Again as above, All Schools pls. It creates a swirling wall of blue energy, doesn&#039;t feel very &#039;Earthy&#039;. Mana Cost reduction to 11/8 or 10/7 + &#039;&#039;maybe&#039;&#039; an additional +1 Round Duration at Expert (if possible to edit in). Its a &#039;&#039;really situational&#039;&#039; 3rd LvL spell - it works against melee only field encounters, but fliers and ranged can easily ignore it, and enemy Heroes could dispel it with the updated Remove Obstacle or just nuke creatures hiding behind the wall with offensive spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Slayer -&#039;&#039;&#039; All Schools? It works well for what it does, but I usually forget that it even exists, as it needs Fire Magic to let it affect other 7th LvL Creature Types. It doesn&#039;t really feel like it would need to belong to Fire, and Fire School has already 5 other, quite powerful, 4th Tier spells, the most out of all 4 Elemental Schools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;+Magic Mirror -&#039;&#039;&#039; It&#039;s still the worst 5th LvL spell. 40 Mana is too high for a chance of &#039;&#039;MAYBE&#039;&#039; reflecting spells from 1 Unit Stack. Anti-Magic just gives you spells immunity at a much lower cost (and it removes already present negative effects), the only difference being that it is dispellable, for which an enemy would usually need to waste his 1 spell/round. And even if you cast Magic Mirror, enemies will just plainly choose different targets for their spells, that&#039;s all. Fix: Reduce cost to 15-20, Make it All Schools as well, change reflect % to 40/60/80/100 or 30/50/70/90 if you want for it to still have RNG at Expert. If a player wanted to make all his creature completely spell immune, he would need to spend 7 turns of casting Magic Mirror in exchange for buffing/debuffing/offense.&lt;br /&gt;
&lt;br /&gt;
Thank you for all your hard work! Can&#039;t wait for the Mysticism changes!&lt;br /&gt;
&lt;br /&gt;
Kind Regards,&lt;br /&gt;
&lt;br /&gt;
Eldrin&lt;br /&gt;
&lt;br /&gt;
** Moving spells to all schools - the base game has very few (I believe 2) spells that belong to all schools of magic. I moved TP to all schools for balance, but I don&#039;t want to now put all sorts of spells into all schoos as well. &lt;br /&gt;
** Remove Obstacle - I don&#039;t think I can make it work on 2 separate obstacles. &lt;br /&gt;
** Force Field is actually a really good spell! Try it yourself (or see a youtube video): a 150 marksmen with forcefield and some meat can take down a dragon utopia!&lt;br /&gt;
** Slayer got buffed to work on all units and is now a reasonable pick for dealing with difficult level 7 fights. Why doesn&#039;t it work on all t7? No idea, but its not really a balance issue. I &#039;&#039;could&#039;&#039; move it to another school... but I think Fire fits it very well - first of all, it&#039;s sort of a mirror image of prayer (the way frost ring and fireball are), and secondly it&#039;s about that inner fire, the will to fight. &lt;br /&gt;
** Magic Mirror - yeah, you make a good point. I think the whole concept of the spell is problematic (remember why Hota deleted Resistance?) and I think I&#039;ll have to change this spell more. &lt;br /&gt;
** I&#039;m glad you like the pumpkin patch! Thanks for the feedback! - Csaros&lt;br /&gt;
&lt;br /&gt;
Np. I was just brainstorming that maybe having 1 combat spell per tier of magic could be fun. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remove Obstacle&#039;&#039; - Yeah, thought it would be impossible to script it for 2 separate obstacles. And if Force Field stays in One School, making Remove Obstacles All Schools would be a huge nerf to it. But maybe switching Remove Obstacle to Earth - as it is quasi terraforming the terrain - and Force Field to Water could work?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Field&#039;&#039; - Saw the video of Dragon Utopia. Interesting play. Still doesn&#039;t really fit with Earth from the look of the barrier :D, maybe Water if you wanted to have it in One Elemental School (as Water usually represents &#039;Utility&#039;)? But I can understand why you would want to just let it be as-is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slayer&#039;&#039; - True, I forgot about the Mass Cast on Expert now! And Fire does usually represent &#039;Offense&#039;. Just that Fire already has Frenzy and Berserk, and the buffed Mass Cast Fire Shield works well too. But again, isn&#039;t a huge issue if it stays in its current form. Its rather specific in what it does, and with Mass Cast on Fire Expert, it works ok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Mirror&#039;&#039; - It&#039;s a tough nut to crack. I did try to coax AI heroes to target it, even reloading a fight and casting it on units, it debuffed or bolted previously as a spell opener, but it just switches targets or buffs its own units like a human player would, once Mirror was cast. Other H3 players speculate that it was just made to make acquiring the &#039;good&#039; 5th Tier spells harder. If it was All Schools (or maybe Air+Water? But again, I feel like the coding only allows for a spell either belonging to One or All Schools, right?), with a lesser mana cost and a higher reflection percentage (maybe even only up to 75-85 on Expert), it could be a reasonable alternative to the Earth-based Anti-Magic. And if you could make it that it cleanses negative effects from targeted creatures like Anti-Magic does, Mirror would be quite good I think. On my recent playthroughs on L-H random maps whenever I got it in 5th Tier Mage Guilds, it was just such a disappointment, even if I had Air Magic on a Hero, and I did get it multiple times even in newly conquered towns, often times with heroes that had other Spell Schools mastered.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work! :) &lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll see the Magic Mirror at much higher % values in the next patch. I&#039;ll consider the Remove Obstacle - Force Field Swap. - [[User:Csaros|Csaros]] ([[User talk:Csaros|talk]]) 09:00, 20 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request - Small Town Changes ==&lt;br /&gt;
&#039;&#039;&#039;[Fortress]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It has some good 5-7 LvL units, but the first 1-2 LvL are rather boring. Maybe that&#039;s why you can build Wyvern Nest so early? I remember that WOG added some kind of Preemptive Strike to Gnolls, and Double Attack to Lizards at Upgade. Preemptive Gnoll Atk. would be probably weird to implement, and it honestly isn&#039;t that necessary, but the &#039;&#039;only&#039;&#039; Fortress Archer deserves some love :D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Lizard Warrior (the Upg. Archer) -&#039;&#039;&#039;&#039;&#039; Add &#039;&#039;Double Attack&#039;&#039; (like Marksman, Grand Elf), Nerf Dmg to 2-4 from 2-5, Def to 6-7 down from 8, Health to 14 from 15. &#039;&#039;Maybe&#039;&#039; increase cost by 5-30g per unit? &#039;&#039;// It&#039;s more fun when a town has at least One viable Shooter unit. Most 2nd LvL Shooters in other towns like Marksman, Storm Elementals (especially those), Magogs, are much more powerful and even Halflings have some special abilities now. A mostly &#039;defensive&#039;/&#039;tanky&#039; 1-shot Archer is kinda dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Glyphs of Fear -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;-Blood Obelisk -&#039;&#039;&#039;&#039;&#039; Cost increase by 2-4 Ore? &#039;&#039;// As a slight nerf to offset buffing Lizards, and Siege Defense Buildings usually cost something more in addition to gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Dungeon]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;+Dragon Cave (Base) -&#039;&#039;&#039;&#039;&#039; Wood cost reduced to 10 down from 15? Maybe stone down to 10 too? Potentially in exchange for making the Dwelling Upg. cost 20 Wood &amp;amp; Ore instead, up from 15?  &#039;&#039;// Wood and Ore usually aren&#039;t a problem but it would be a small boost to get Red Dragons earlier, and diversify building costs between Base and Upg. Dwelling. (Rampart Dragon Cliffs have a Gold Increase between Base/Upgrade costs, Inferno Palace lessens Wood/Ore but Increases Gold, etc.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably my last suggestions for a while :D&lt;br /&gt;
&lt;br /&gt;
Can&#039;t wait for the next patch!&lt;br /&gt;
&lt;br /&gt;
- Eldrin&lt;/div&gt;</summary>
		<author><name>Eldrin</name></author>
	</entry>
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