Heroes 3.5: In the Wake of Gods Portal > Another Heroes 3 Mod update v1.6 + changelog
Another Heroes 3 Mod update v1.6 + changelog
Another Heroes 3 Mod (AH3M) with completely re-balanced heroes, skills, units, spells, artifacts, buildings, and map locations. New mechanics and abilities which expand directly on existing ones. Custom-built maps made with these new design concepts in mind. Improved user interface and several quality of life features .
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Another Heroes 3 Mod |
Heroes 3 Complete GOG version (works with this version), also HD mod is required |
Another Heroes 3 Mod update changelog:
• War machines which are destroyed in combat must now be repaired before they can be used again
-> Blacksmiths (in town or on the map) will repair war machines free of charge
-> Heroes can repair war machines with the Engineering skill (renamed from Ballistics) and wood
• Added a new spell (replaces Clairvoyance) which repairs destroyed war machines in combat
-> Basic Earth Magic is required for the effect to be permanent (as with Resurrection/Reanimate)
-> Lowered the HP of Ammo (now “Supply”) Carts and Medical Tents from 100 to 75 and 50, respectively
-> Medical Tents now restore 25-50 HP instead of just 25
-> The Cure spell is no longer effective on war machines
• Learning now boosts maximum spell points (hero level * 1.0/1.5/2.0) in addition to experience gain
-> Learning skill specialists now also receive an additional 1 maximum spell point per level
-> Lowered the expert/mastery Learning experience boost from 25%/50% to 20%/30%
• Scouting now allows carryover of unspent movement points (up to 200/400/600)
-> Lowered the Scouting visibility bonus from +3/+5/+7 to +2/+4/+6
-> Scouting no longer boosts native terrain stat bonuses
• Lowered the HP bonus from expert/master First Aid from 2*lv./3*lv. to lv.+1/lv.+2
• Lowered the expert/mastery Diplomacy discount for external dwellings from 25%/50% to 20%/30%
• Random unit stacks will now always cost gold to join unless flagged as “compliant” in the editor
• Edited the weekly random unit growth formula to include map size as a factor
-> Unowned towns no longer accumulate guards (all maps have been edited to account for this)
• Growth week bonuses now work correctly instead of not at all and only for Castle units/Centaurs
• Changed the specialty of several heroes
-> Swapped the specialties of Lawrence (now Sunray) and Magus (now Fate)
-> Sabrina is now a Bless specialist; Branwen now has Stoneskin (instead of Harm)
-> Mirlanda is now an Enslave specialist; Deneb now has Weakness (instead of Ice Bolt)
• Changed the starting spells and skills of several heroes
-> Only Clerics and Dracon now start with First Aid (and a Medical Tent)
-> Only heroes from factions that sell Ballistas now start with Engineering (and a Ballista)
-> All factions now have a hero who starts with Logistics (Tower = Torosar; Necropolis = Natasha)
-> All Druids now start with a magic skill corresponding to the element of their starting spell
• Extended hero right-click information is now displayed on the standard map hero selection screen
• All statuses set on units which have already taken their turn will now last an extra round
• Anti-Magic is now cleared at the start of a unit’s turn rather than the start of the round
• The Enslave spell now has a standard duration instead of never wearing off
• Swapped the levels of the Purify (now lv.2) and Water Walk (now lv.3) spells
-> Reverted Purify to an all-target spell with the same power as Toxic Cloud
• Fire Wall now creates a larger fire at basic Fire Magic instead of expert
• Castle Mage Guilds are now correctly able to contain the Summon Air and Warp spells
• Renamed the Magic Arrow spell to Harm and changed the graphic to better convey it as Earth magic
• The Earthquake spell now targets specific fort sections depending on skill rather than random ones
• Reworked fortification defense values; drawbridges are now much more durable than walls
-> Bastions no longer increase the defense of wall sections
• Turrets and defensive barricades now deal elemental damage where appropriate
• Fixed several bugs with turrets displaying incorrect right-click information
• Fixed a bug where enemy turrets would stop firing after round one if there was no defending hero
• Tower’s Watchtower now increases the speed of defending units instead of the town visibility radius
• Necropolis’s Shroud of Night now lowers the speed of attacking units instead of its original effect
• Mercenary Guilds now offer a profit on units rather than purchasing them below cost
• Thieves’ Guilds now provide full information regardless of how many taverns you control
-> Thieves’ Dens on the map now just provide additional right-click information when visited
• Doubled the growth bonus of grail buildings to 100% and reworked all of the unique bonuses
-> All unique grail bonuses are now bonuses to town defenders rather than global effects
• Conflux’s four upgraded elemental dwellings now require 5 of two rare resources instead of 10 of one
-> Made minor adjustments to the gold costs of several other buildings
• Renamed all Elemental units from “Spirit” to “Avatar”
• Fire Avatars now correctly possess the “flying” property
• Resistance spells now also defend against melee attacks from upgraded elemental avatars
• O-Magic now also reduces damage from elemental ranged attacks in addition to hostile spells
• Units which shoots elemental projectiles now have 12 shots instead of infinite shots
• Master Genie “Wish” spell is now +3 Attack/Defense/Speed for 3 turns instead of +5 Attack/Defense
• Reduced the regeneration magnitude of Chaos Hydras and the Elixir of Life from 100 to 50 HP
• Reduced the Archdevil Pain Reflection ability from 33% to 25%
• Enchanters can now cast Fate (10% chance) in place of Shield
• Slightly adjusted the values/growth rates of several units
-> Wraiths and Harpy Hags are more expensive
-> Dendroids/Great Dendroids and Lizardmen/Hunters are cheaper
-> Raised the growth of Halflings from 15 to 20 and lowered value from 50 to 25
• Daremyth now starts with the correct number of units
• Shakti and Lorelei now correctly start with Evil Eyes instead of Medusas
• Battlemages and Witches no longer appear in Conflux taverns; Wizards and Warlocks are more common
• Increased the gold and/or resource rewards from most creature banks (including Pyramids)
• External Golem Factories now only sell Stone Golems; a new dwelling sells Gold/Diamond Golems
• Lowered the gold and wood upcharges on external Blacksmiths (1,000 -> 500 & 5 -> 2, respectively)
• Wise Trees now provide the benefit of level-up (+1 to a stat & skill boost) without gaining a level
• Altars of Sacrifice now only sacrifice units (all heroes) instead of artifacts
-> Refugee (now “Rebel”) Camps now act as the artifact equivalent of the above
• All skill-boosting artifacts except Resistance once again require the skill
• Armageddon’s Blade now fires at the start of each combat round instead of just the first
• Magebane now correctly affects the opposing hero instead of the wearer
• The Elixir of Life no longer incorrectly restores spell points each turn
• Spell point overflow (possible only by removing artifacts) is now removed on turn rollover
• Fixed a bug where human-controlled heroes could still automatically learn every spell in a town
• Fixed bugs with the AI getting “stuck” on Spell Shrines and Mr. Bones/Warrior Tombs
• Fixed a crash when visiting Mr. Bones/Warrior Tombs that an AI player had already been to
• Wagons, Lean To’s, Mr. Bones, & Warrior Tombs “visited” right-click info is now correct
• Buoys now correctly boost movement by 800 instead of only 600
• Fixed a bug where the keyboard shortcut to dig for the grail was crashing the game
• Removed confirmation window when clicking on “Quit” from the main game menu
• The Help/About screen in the game now displays the mod’s version number
• Made several minor graphical adjustments
-> Touched up several hero portraits (Alagar, Ryland, Dante, Tatyana, & Branwen)
-> Cleaned up the graphics for Guard (AKA “Marletto”) Towers and the Elixir of Life
-> Added the Rib Cage and Dragonbone Greaves to the colorblindness patch
-> Updated the “Gates & Teleporters” and “Locations” toolbar icons in the map editor
-> Improved the appearance/sorting of several map objects in the editor sidebar
• New map: Conflux Rising (medium, eight players, “conquer the town” victory condition)
• Made several significant design revisions and improvements to Dragon Quest & Ocean Saga
• The town of Zurich in The Last Crusade is now heavily guarded by neutrally-aligned units
• Made minor adjustments/fixes to other maps
-> Shadow Monopoly: lowered the resource requirement for the quests that teach Recall
-> Dark Alliance, Lake Orion, Monster Hunters: added Magic Plains overlay to Dragon Hordes
-> The Last Crusade: added a second entrance to the Fortress dwelling area underneath Amsterdam
-> Monster Hunters: made minor adjustments to the placement/availability of several map locations
-> Monster Hunters: moved poorly placed obstacles in player 3’s starting zone
-> Monster Hunters: removed obstacles blocking several town/mine ownership flags
-> Three Kingdoms: removed poorly-placed obstacles in player 2’s starting zone
-> Zerg Rush: all secondary towns now have the first-level dwelling (but no Fort) built initially