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.
| Download |
| Another Heroes 3 Mod |
| Heroes 3 Complete GOG version (works with this version), also HD mod is required |
| How to install Another Heroes 3 mod (AH3M) |
Another Heroes 3 Mod Changelog:
• Ballistics & First Aid now less common for heroes from towns that do not sell Ballistas/Tents
• Reverted to certain skills no longer being able to be learned naturally by certain classes
Offense Witches
Armorer Battlemages
Sorcery Knights/Clerics, Barbarians, & Beastmasters
Leadership Alchemists/Wizards & Guardians/Mystics
First Aid Sentinels/Hellions & Guardians/Mystics
Ballistics Rangers/Druids & Guardians/Mystics
Diplomacy Overlords/Warlocks

• Teachers & Universities/Magic University no longer respect class inability to learn skills
• Knights now have Diplomacy as a common skill instead of Tactics
• Fixed a bug where Diplomacy was not being factored into the possibility of a join offer
• Edgar (Overlord) now starts with Resistance instead of Armorer
• Wizard Eye now shows random units and towns on the map in addition to pickups and mines/heroes
• Raised base damage of Implosion from 100 to 200
• Ranged units are now able to toggle between ranged and melee attacks by clicking on themselves
• Added mind immunity (O-Mind) to Evil Eyes/Beholders
• Fixed misplaced pointers for the Behemoth/Dread Behemoth “ignore X% defense” values
• Slightly reduced the odds of AI-controlled spellcasting units using a spell each turn (30% -> 25%)
• Soulbinder and the Mind Avatar aura now only block hostile mind spells (ignoring Heroism)
• Fixed a bug where Legend artifacts were not working correctly and possibly causing crashes
• Improved the targeting of the First Aid Tent & Ammo Cart, fixing several bugs/issues
–> Tents/Carts can no longer incorrectly target adjacent enemy units
–> Tents/Carts can no longer target units that require no healing/are not missing ammo
–> Ammo Carts can no longer target the Ballista or Catapult (as both have infinite ammo)
–> Ammo Carts no longer get a turn if there are no valid targets (per above two lines)
–> Ammo Carts no longer display erroneous “wait” or “0 damage” messages when used by the AI
• Ammo carts now have unique targeting cursor and SFX/GFX on use instead of copying the first aid tent
• War machines now have 20 HP + 10x hero lv. instead of 20x hero level
• Unliving/Undead units can no longer be healed by the First Aid Tent or Cure spell
• Wizard Eye now common in Conflux Mage Guilds; Cure (see above) and Repair now rare
• Tower’s Magic Library now exists as a separate building to prevent accidentally buying scrolls
• Fixed a bug where Inferno’s grail building was not functioning properly
• Changed resource requirements for several buildings:
–> Order of the Blade now requires 5 Crystal (instead of the upg. Swordsmen dwelling)
–> Base Monk dwelling no longer requires 2 of ever rare resource
–> Upg. Horsemen dwelling now requires 5 gems and crystal
–> Upg. Pegasus dwelling now requires 5 gems and crystal (instead of 10 crystal)
–> Upg. Unicorn dwelling now requires 5 gems and crystal (instead of 10 gems)
–> Base Genie dwelling no longer requires 5 crystal (just 5 gems)
–> Upg. Genie dwelling now requires 5 gems and crystal
–> Order of Fire now requires 5 sulfur
–> Base/upg. Efreet dwellings now require mercury instead of sulfur
–> Base/upg. Vampire dwellings now require 5 sulfur; upg. no longer needs crystal (just 5 gems)
–> Base/upg. Lich dwellings now require 2/3 of every rare resource, respectively
–> Upg. Harpy dwelling no longer requires Crystal
–> Base Evil Eye dwelling no longer requires 2 of every rare resource
–> Base Medusa dwelling now needs 5 crystal; upg. now needs 5 gems (in addition to 5 crystal)
–> Base Minotaur dwelling no longer requires gems; upg. now only needs 5 (instead of 10)
–> Base Manticore dwelling now requires 5 sulfur; upg. now requires 10 (instead of 5)
–> The Dominion Portal now requires 5 of every rare resource (instead of 3)
–> Upg. Ogre Fort now only requires 3 of every rare resource (instead of 5)
–> Upg. Roc dwelling now requires 5 crystal
–> Upg. Basilisk & Taurus dwellings now require 5 sulfur and mercury (instead of 10 mercury)
–> Magic University no longer requires rare resources
• Defending units in siege battles no longer take damage from their own barricades
• Fixed a bug introduced in 2.0o that broke moving through native rough terrain with no penalty
• Right-clicking the experience option for treasure chests now displays hero’s experience/next level
• Right-clicking on owned dwellings now displays the available unit type(s) in addition to population
–> Golem Forges now properly show population on right click
–> Golem Factories & Forges are no longer mislabeled on right-click
• Magic Springs are no longer limited to one use per turn
–> Magic Springs are no longer mislabeled as Magic Wells in the message box text
• Empty Abandoned Mines are no longer mislabeled as Gnarled Oaks when visited
• Updated the description for Adventure Island to better indicate its purpose as a tutorial map
• Sailing and Water Walk are now banned in War of the Magi except for the green player
• Swapped the header icons for faction choice and victory condition in the map selection screen
• Added a sound effect for selecting a map on the map selection screen
• Fixed the vanilla “Daily Double” bug wherein the “New Day” sound could play multiple times
• Cleaned up some irrelevant/unused text in the HD mod configuration file
• The installer will now abort if the correct version of HD mod is not detected
• Added an uninstall script to the AH3M installation (this formerly had to be done from the installer)
• Added an optional launcher that will automatically check for AH3M updates (credit: Gandalf)
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