Author: Fawahar (Panagyurishte, BG), 20-02-2017 21:29

Best for strategy Multiplayer - Rise Up - Heroes 3 map

I find this map to be finely crafted and suitable for straight line Multiplayer, where big surprises start to come after week 3+

Not many variables included, which makes it perfect if you want to hone your RoE tactics. more...


Author: Baardhaas , 20-02-2017 19:06

Good map! - Lakeside Brawl - Heroes 3 map

Good map. Feels a bit empty though, especially the water is just the basic tiles; no goodies or even decoration. On the other hand, I like that the map doesn't spoil you with to much loot. more...


Author: Graxstar (USA), 20-02-2017 17:03

Thank you - Island Madness - Heroes 7 map

The large maps are a risk because the Map Editor crashes so much when creating them. It took numerous times trying to get the lighting to work properly and not crash the Editor. Glad it was worth the effort to help others enjoy the game. more...


Author: Федя (г. Москва, Россия), 20-02-2017 11:06

карты - JRRT's Middle Earth - Heroes 5 map

как скачать карты more...


Author: maygwan , 20-02-2017 07:14

on the snow area - The Ninth Circle - Heroes 3 map

There is a portal red portal two way guarded by troops if you kill troops in the garrison and then some azures you get the angelic.
Snow area right corner of map just below the tower town. more...


Author: SparrowJacek , 20-02-2017 03:28

Any chance for new map? - From the depths of hell - Heroes 3 map

Hi Molski, is there any chance of getting similar map, as you've mentioned 2 years ago? This one was just perfect! Great balance and tactical challenges never before seen in HoMM :D I really loved how I had to calculate all my resources and movement points.

I see that new version doesn' more...


Author: JerryNcoming (France), 20-02-2017 01:51

Unique map - Fool - Heroes 3 map

Hi ! Thank you a lot for this map ! Spent like 12 hours of pure fun on this, awesome. I played it only once yet but it's obvious that you can play it different ways ! It's really a map different than the others map i've played .. really fun

Just a little thing to "improve" more...


Author: SparrowJacek , 20-02-2017 01:04

SparrowJacek - From the depths of hell - Heroes 3 map

This map is doable, in fact I managed to beat it 2 times without too much of an effort, but it's one of the best maps I've played.

Here is a screenshot from 7'th day. I built fort and citadel. https://postimg.org/ image/kmadg6ae5/
Mainly it's like that:
1'st day kill gno more...


Author: Kaludis (Malmö, Sweden), 20-02-2017 00:13

Edit; - The Ninth Circle - Heroes 3 map

I have not defeated any of the red players, but I believe the Inferno castle on the overworld is the first one to be? Is it maybe that simple that I have missed a portal leading me to the legion of arch-angels guarding the angelic alliance? more...


Author: Help (Sweden), 19-02-2017 22:46

Thunderbirds - The Eye of Osiris - Heroes 4 map

Near the start of the game when going east there's a gate requiring 3 thunderbirds, but no matter what amount of thunderbirds I bring it will it stop asking for three. more...


Heroes 7 (VII) - Maps Heroes 6 (VI) - Maps Heroes 5 (V) - Maps Heroes 4 (IV) - Maps Heroes 3 (III) - Maps

Heroes 5 Manual 3.0 to 3.1 changelog for the Tribes of the East

Legend:

  • FIX: bug correction or important missing detail in previous manual
  • UPD: update due to a balance change or new feature in the latest patch
  • NEW: new content (new section, new comment...)

Generic

  • UPD: new 3.1 official texts used
  • NEW: creatures listed in the abilities section are now links to the corresponding creatures table
  • NEW: First pages slightly reorganized

Heroes

  • FIX: Coven Mistress (Dungeon) - bonus shot doesn't trigger with area spells
  • FIX: if the Avatar of Death is killed, Arantir loses all his Mana points immediately
  • FIX: details added for Pounder and Warchief (Stronghold)
  • FIX: official description fixed for Paragon Knight (Haven) and Banshee (Necropolis) - effect does not increase with the hero's level
  • NEW: comment added for Golden Tongue (Fortress)
  • FIX: Tracker (Stronghold) formulas fixed and effects explained

Duel Heroes

  • UPD: multiple Duel Heroes updated to 3.1 (+ some errors fixed from 3.0)
  • FIX: stats bonus from Enlightnement is now indicated (it is applied randomly on each duel)

Heroes 5 Skills

  • FIX: SkillTrees/SkillWheels - Wizard: Remote Control also requires Mark of the Wizard
  • FIX: SkillTrees/SkillWheels - Warlock: Teleport Assault requires Pathfinding, not Scouting
  • FIX: SkillTrees/SkillWheels - Demon Lord: Gate Master requires Recruitment, not Diplomacy
  • FIX: Attack/Retribution - the bonus is limited to 25%
  • FIX: Dark Magic/Corrupted Soil affects only non-flying creatures
  • FIX: Blood Rage/Powerful Blow - the chance for a critical strike is increased by 10% (giving 40% with Excruciating Strike, and 10% without). The Barbarian spends only half a turn to place the link.
  • UPD: Light Magic/Storm Wind - enemy flyers -20% Initiative, -2 Speed (instead of -10%/-1)
  • UPD: Summoning Magic/Fog Veil - enemy shooters' damage decreased by 20% (instead of 10%)
  • UPD: Logistics/Warpath movement points bonus reduced to 250 (instead of 350)
  • UPD: Defence/Defend Us All: Goblins reinforcements now depends on the current week's number
  • NEW: Sorcery/Mana Regeneration - Mana regeneration rate is doubled to 2*Knowledge Mana Points per day
  • NEW: Enlightenment/Intelligence - Mana regeneration rate is not increased

Heroes 5 Creatures

  • UPD: Zealots now have 7 shots (instead of 5)
  • UPD: Horned Grunts now have Defense 2, Initiative 8 (instead of Defense 1, Initiative 9)
  • UPD: Matron icon updated
  • FIX: Whirlwind only damages enemies
  • FIX: Force Arrow does not stun the target
  • FIX: Acid Breath is the same as Fire Breath (as before), not Prismatic Breath
  • FIX: Torpor - all three types of Vampires do maximum damage against sleeping stacks
  • FIX: Siphon Mana drains 0.125 Mana per creature in the stack (half the "Mana Drain" amount), not 0.5
  • FIX: Stormcaller - details added
  • FIX: Magnetism - details and example added
  • FIX: Irresistible Magic has no effect on Enchanted Armor
  • FIX: Bear Roar - details added
  • FIX: Energy Channel - the spells' cost is reduced by 25%, and rounded down
  • FIX: Blinding Attack - Blindness is cast with basic mastery (with Spellpower 8: duration is 1.6 turns)
  • UPD: Sabotage works if Target_HP is lower than 10*Gremlins_HP (instead of 5*Gremlins_HP in 3.0)
  • UPD: Firehound - damage to other targets reduced to 0.75 (instead of 1)
  • UPD: Death Wail (Banshee) damage formula updated (damage has been doubled)
  • UPD: Leap (Horned Grunt) - Horned Grunts take triple damage retaliation after leaping (instead of double)
  • UPD: Festering Aura (Rot Zombie) reduces Attack by 3 (instead of 2)
  • UPD: Torpor (Vampire Prince) lasts for 2 turns (instead of 3)
  • UPD: Sorrow Strike (Ghost Dragon) - Sorrow is cast at Expert level (instead of Basic)
  • UPD: Crippling Wound decreases target's Speed by 40% (instead of 50%) and Initiative by 20% (instead of 30%)
  • UPD: Manticore's Poisonous Attack lasts for 10 actions (instead of 3)
  • FIX: Crushing Blow (Untamed Cyclops) - if at least one enemy stack is stunned, the target stack does not retaliate
  • FIX: Wheel of Fortune (Djinn Vizier) - duration is equal to the stack Spellpower
  • FIX: Evil-Eye (Bloodeyed Cyclops) - the effect is permanent
  • FIX: Incorporeal only allows 2 hits/misses in a row (not 3)
  • NEW: Liquid Flame Breath - comment detailed

Heroes 5 Spells

  • FIX: Horde's Anger is reduced by magic protection and can be resisted. It can not be reflected by Magic Mirror.
  • FIX: Call of Blood - only the target receives Rage Points, not the rest of the army
  • FIX: Master of Earthblood adds +4 to the effective Spellpower of Arcane Crystal and Blade Barrier
  • NEW: Vampirism - effect of undead attributes clarified
  • UPD: Arcane Armor "no mastery" formula fixed to 250+50*Power (instead of 250+250*Power!!)
  • UPD: Divine Vengeance power decreased
  • UPD: Rune of Charge is active for one action (instead of one turn), including waiting or defending

Heroes 5 Artifacts

  • NEW: comment added for Crown of Leadership
  • FIX: Spells from Wands are always cast with Advanced mastery and Spellpower 8

Heroes 5 Towns

  • UPD: Stronghold grail can now be built before reaching town level 15

Heroes 5 Map Locations

  • NEW: added comment about Military Posts
  • NEW: added comment on Magic Shrines and Battle Sites for Barbarian gaining experience instead of spells

Weeks

  • FIX[en]: fixed a few "Week of..." in-game descriptions with incorrect creatures names (Week of Flame, Week of Hydra, Week of Gremlin)

Racial Skills

  • FIX: Artificer - mini-artifacts' effects are automatically increased each time the Wizard enters a town with the Arcane Forge built, if his Knowledge is higher (effects are never decreased)
  • FIX: Necromancy - Amulet of Necromancy removed from the Necromancy% modifiers table
  • FIX: Necromancy - the current amount of Dark Energy in your pool is displayed in the Dark Energy bar, just below the resources bar
  • FIX: Blood Rage - Rage Points are gained when attacking, even when missing
  • UPD: Blood Rage - Damage absorbed reduced and formula for Rage Points transfer updated

Hero Development

  • FIX: Barbarian chances of increasing statistics are 45%/35%/5%/15% (not 50%/35%/5%/10%)
  • NEW: Barbarian development strategy
  • NEW: Gaining Experience - Custom Treasure Chests offer Gold-500 experience
  • NEW: Gaining Experience - Barbarian gain 1000*Spell_Level instead of learning spells
  • NEW: Gaining Experience - 50% of the battle experience is still gained if a neutral army flees when attacked

Heroes 5 Main Game Mechanics

  • FIX: Movement - Familiar ground gives +2 speed to creatures, not +1
  • FIX: Movement - Tracker analysis updated with correct formulas
  • UPD: Neutral faction's spellcasters (Water Elemental, Mummy) do only 30% damage with spells
  • FIX: Fortress native war machine is Ammo Cart, not Ballista
  • NEW: Initiative - explanations added about combining different bonuses
  • NEW: Initiative/Starting Combat - paragraph added about Haggash, Centaur Commander
  • FIX: Initiative/In-combat modifiers - Deep Freeze added to paragraph about Master of Ice
  • FIX: Morale - elementals are subject to Morale

Heroes 5 Advanced Game Mechanics

  • NEW: Extended the analysis about how to dispel curses and blessings, with new detailed tables
  • NEW: Triggering abilities subsection completed with all the details about ToE abilities
  • FIX: Magical Immunity only protects from spells up to level 2/3/4/5, depending on Light Magic mastery
  • UPD: Astrologer Tower week change will apply the week's effects
  • NEW: Memory Mentor - added the per level cost table
  • FIX: Memory Mentor - Heroes do not lose their remaining movement points
  • FIX: Memory Mentor - Enlightment bonus to primary stats is removed if Enlightenment is unlearned
  • NEW: Diplomacy subsection updated with Golden Tongue and Crown of Leadership effects
  • FIX: Mixed armies - Chance_To_Join computation for mixed armies explained
  • NEW: Defile Magic - added table with pre-computed chances
  • FIX: Defile Magic - improved phrasing in the list of possible outcomes

Heroes 5 Manual European / US versions : Heroes5_ToE_Manual_en.zip


Elvin at 2013-08-03 08:06 wrote:
Is there any section about the random map generator?
I want to find out how the experience and resource coefficients options work. thanks! :D
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