December 2000

 

 

 

 

The new ones are on a yellow background.

 

 

 

 

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ElPackero

2000 december 28th

I am so sick of Barbarian's who are humans using all kinds of creatures from other races in their armies, so I say that there should be A human Barbarian Army. And also Elves and Dwarves should be in different armies,(They have been known to not get along)

 

ElPackero

2000 december 26th

I reckon that instead of a whole bunch of monsters in from all kinds of races, there should just be just unit's of the same race (with a few minor exceptions)
Races:
Human Barbarians.Neutral Romans/Humans.Good
Demons.Evil
Undead.Evil
Minotaurs.Evil
Goblins or Orcs.Evil
Lizardmen.Neutral
Elves.Good
Samurai.Neutral
Dwarves.Good
Amazons.Neutral
Merfolk.Good

 

lordhaart

2000 december 23rd

NEW TOWN

Underdark Town
The Underdark Town is not just underworld. It is located at beneath the earth where Evil Elves (Drow), Mind Flayers and Umber Hulks live. The town should be enemies to surface elves (Rampart) and good guys (Castle and Wizard).

Level 1: Drow Rogue = Drow Assassin = Bounty Hunter
Armed with daggers, they are the basic level foot soldier units.

Level 2: Drow Archer = Drow Arbalest = Drow Sharpshooter
Drow Archer, Arbalest and Sharpshooter are lightly armoured troops armed with crossbows for ranged attacks and daggers for light hand-to-hand combat. Arbalest can get off two shots in each ranged attack. Sharpshooter can shoot their enemies any distance with no range penalty.

Level 3: Giant Spider = Black Tarantula = Spider Queen
Giant Spider, Black Tarantula and Spider Queen deliver damage with their spider bites. This attack has a 20% chance of poisoning an opponent. The Spider Queen will have 30% chance of poisoning an opponent. They can climb over castle walls during siege combat.

Level 4: Dark Warrior = Dark Lord = Evil Champion
Well armed and armoured, dark warrior, dark lord and evil champion are better all-around foot soldiers than their rogue companions. Dark Lord deliver two blows per attack. Evil Champion are immune to curse.

Level 5: Drow Priestess = Drow Arch priestess = Drow Disciple
Drow Priestess, Arch priestess and Disciple are one of the best ranged units. While priestess suffer the normal penalty for ranged unit hand-to-hand attack damage (50%), the better trained Arch priestess do not. Disciple can heal injured units.

Level 6: Mind Flayer = Mind Psychic = Mastermind
The Illithids are simply the most powerful pack of units, they have 20% chance to charm or confuse the enemies. Mind Psychic will reveal the future enemies' tactical information. Mastermind have 30% chance to charm or confuse the enemies.

Level 7: Umber Hulk = Greater Umber Hulk = Armoured Umber Hulk
Umber Hulk can burrow to any hex on the battlefield. They also can enter entered enemies castle by burrowing. Armoured Umber Hulks have their shell made with steel armour which will increase their Defence by +5.

Level 8: Drider = Drider Elite = Nova Drider
Driders are part drow and part spider. They have the most powerful ranged attack which delivers severe damage. This attack will do 150% damage to gold dragons or faerie dragons. They have no penatly for hand-to-hand attacks but they use two hand style long swords. Nova Driders have fire shield surround them that will do 150% damage against the enemies. They use fire arrows for ranged attack and they use fire blade for hand-to-hand combat that will do maximum damage.


Two Main Underdark heroes:

1. Drizzt the Drow Ranger (male)
Three types of dark warriors and driders receive +5 Attack, +5 Defense and +10 Damage under Drizzt's command.

2. Viconia the Drow
Priestess (female) Priestess or Arch Priestess or Disciple immune to level 1-4 spells under Viconia's command.


UPDATE TOWN

Rampart Town for Heroes 4

Level 1: Centaur = Centaur Captain = Centaur King
Level 2: Dwarf = Battle Dwarf = Master Dwarf
Level 3: Wood Elves = Grand Elves = Elven Sharpshooter
Level 4: Pegasus = Silver Pegasus = Valkyrie
Level 5: Druid = Greater Druid = Avenger (YES! The return of Druid from HOMM and HOMM2, could use extra range unit)
Level 6: Walking Tree = Dendroid Guard = Dendroid Soldier
Level 7: Unicorn = War Unicorn = Royal Unicorn
Level 8: Green Dragon = Gold Dragon = Faerie Dragon

Two Main Rampart heroes:
1) Gelu
2) Gem

Yah, u'll know them.


SOMETHING NEW IN EACH TOWN

Each town should have a training camp which allows rookie heroes to gain experience without fighting any creatures in the map. Each hero would receive 500 experience points per day. For example, a hero should be level 7 after 15 days. This will allow a player to have more experienced heroes in offence and defence when there are less creatures left on the map to fight.

Anyway, that's all I could come up with. I hope 3DO could use some of the suggestions.

 

 

Dave Hamilton

2000 december 23rd

Hi, I was looking back through some old suggestions and I found one that really struck my fancy so I decided to play with it...

The Oasis Town, or Pallace. I believe Gaird made the original suggestion, I hope he won't mind me adding my input

The main story-line for the town would follow a powerful mage named ALAMOV who was cast out of the tower town for practicing dark magics. Exiled into the desert, he swears to get revenge upon the magi who expelled him. Using dark magic he conjures an army out of the spirit of the desert which has become his home.

The heroes would be something like WANDERERS and DARK MAGI. Perhaps the magi could have a secondary skill called Sandstorm or CONFUSION which would cause a certain percentage of enemy troops to fail to appear for battle. The percentage would depend upon skill level. Alamov himself might specialise in this skill and get a slight percentage boost per level attained

CREATURES:

1st Level: Searching for some familiar magic to build the lower tiers of his army, Alamov uses skills gained in the tower town to build SAND GOLEMS. Faster than their stone counterparts, but with weaker attack and defense, the sand golems could be upgraded to the mightier SAND BEASTS or the magical SAND WIZARDS. They would be recruitable from the SAND DUNES.

2nd Level: Drawn by the powerful attraction of the dark magi, the second level troops are made up by SCAVENGERS and VAGABONDS. These natural inhabitants of the desert wear woven cloaks which cover their entire body. Carrying vagabonds in an army gives the hero an increased scouting radius, and they can be upgraded to MUTANTS with strange glowing eyes whose mere proximity to enemy troops has the power to cast DISEASE. Vagabonds are recruited at TENT CITIES

3rd Level: NOMADS upgrade to BEDOINES or RAIDERS

3rd Level(alternate): CANNABLES upgrade to CANNABLE CHIEFTAINS or WITCH DOCTORS. They have a 50% chance of striking with bloodlust on any turn and can be recruited at the TRIBAL VILLAGE

4th Level: Alamovs followers, drawn from the ranks of the TOWER TOWN, natural enemies of the magi, the DARK WARLOCKS, which can upgrade to WARLOCK LORDS or ARCH WARLOCKS. Similar to magi and arch magi but with brown ragged beards, black cloaks and beams of red magic from their black and twisted staffs. All hate Magi and Arch Magi. Can be recruited from WARLOCK SPIRES.

4th Level(alternate): Using poison cactus spines the DART SHOOTERS and BLOWGUNNERS have a chance to poison enemy targets. These dark warriors can be upgraded to VOODOO PRIESTS who cast curse and have no range or obstacle penalty. Blowgunners and their companions can be recruited at CLIFF DWELLINGS.

5th Level: Resting in an uneasy alliance with the Dark Magi, the powerful GUARDIANS, MYSTIC GUARDIANS, and ARCH GUARDIANS have been the shadowy rulers of these desert lands for centuries. Humanoid figures dressed in gold with head of a black dog, they have carefully guarded the ancient secrets of the desert lands. Guardians attack with a ranged psycic attack with no obstacle or range penalty and have the ability to cast FEAR, a spell which makes enemies forget to retaliate when attacked. Guardians can be recruited in TEMPLES OF THE SUN.

5th Level(alternate): RAT CHARMERS seem harmless until they unleash a legion of small vermin at their enemy's feet with the ability to cause DISEASE. Rat Charmers can be upgraded to medium-range attack SNAKE CHARMERS or range attack VULTURERS which attack with BLOODLUST against all undead creatures. Rat Charmers can be recruited in WALL CAVES.

6th Level: Drawn from the ranks of an ancient army lost in the desert, the GHOST PHALANX are the embodiment of Alamov's darkest magics. Spectral warriors, dressed in ancient tattered armor, with golden breastplates, round shields, and long spears. The powerful GHOST LEGION still shows no occupant other than a hazy gray shape but is able to float through or over obstacles. But the GHOST CHARIOT is the most powerful of the three, pulled by a spectral horse in tattered golden armor, able to cross through or over obstacles without damage, and with a speed higher than any human horseman can attain. Ghost Phalanx and their counterparts can be drawn from ANCIENT RUINS.

7th Level: Rising in and out of the sand dunes, the SAND LIZARD has the ability to burrow under obstacles. Similar in size and shape to a Chinese dragon, he casts VULNERABILITY on attackers, a spell which makes the enemy unit more vulnerable to magic and a spell which can be used more than once on any unit. The lizard upgrades to the mighty SAND SNAKE and the magical SAND DRAGON which burrows away from any adjascent enemy troops at the conclusion of its turn. The SAND LIZARD and its comrades are found in BURROWS.

8th Level: The STONE SPIRIT embodies the very essense of the desert. With incredibly high defense and powerful magic, this massive rock beast creates FEAR in the hearts of all opponents. The Stone spirit and the upgraded DESERT SPIRIT cast quicksand at the beginning of each turn, the number of puddles is dependent on hero strength and size of stack. The spirits teleport freely around the map and are immune to all but the most powerful of spells.

OTHER BUILDINGS:

Great Pyramid: Power or knowledge increase for visiting heroes
Gypsie Encampment: Grant speed boost to units under a hero's command
Caravan: Add-on to marketplace structure, provides better deals.
Kiva: Teleport between Oasis Towns, Compatible with the town gates from the inferno town.

Thanx for your consideration ;o)

~ Dave Hamilton

 

 

Odin of Valhalla

2000 december 22nd

Merry Christmas.

Anyway, my suggestions
- Two level 1 creatures in each town type.
- Slavemarket (Sell creatuers, and others with a slavemarket can buy them.)
- Prisons with guardians in.
-Heroes which do not belong to a town type, and everrybody can buy. (Like vagabond, traveller, eremitt, and so on.
- Leprachauns as level 7 creatures with teleport.
- Lycantrofes (werewolves, wereworms ++)
- Oriental town.- Ocean towns. (Atlantis, ++)
- Religion?- Heroes with age! (gets older each month. (exept for elves (lives for extreme long time) and for undeads (of obvious reasons.) Maybe this will effect knowledge and experience (gets higher), and attack and defense (gets lower.) Just an idea...
- Cursed artifacts back!
- Crystal Dragons that counts as GOLEMS, not as dragons. I think it is insane to call them dragons. You do not call the golems human, do you?
-Hero classes like Priest, Munk, Bard, Magician, Socrerer(Socreress) ++

And lots of more!

Odin of Valhalla. Sorry for bad english...

 

TaroT

2000 december 22nd

Hey everyone!

Here are my tips 4 HeroesIV:

1. Re-organisation of units in castles.

I think it's better, if we can buy each kind of unit in a castle, so the first thing I should do, just put each wandering unit in a castle. (The mummy to the necromancers', the boar to the Tower town, the sharpshooter to the Rampart, the peasant to the Castle and so on...) Well, I supposed to pair the nomads and the genies in one group, and make the genies much stronger, than they are now.

2. Units

Regarding the levels of the new units, (like fairy dragons...) I see, that would be much better, if we could buy more army for one hero. 10 or 12, but the same numbers the castle can give. (It would be the best if this number were equal the numbers of the kinds of castles.)

And one more thing. It doesn't matter how much is the unit was succesful, but I wouldn't miss any unit from the game, which one once appeared in the HoMM games. If it would be possible I'd put the druids back, not like heroes but as troops - in memory of Heroes I.

3. Heroes

The changibility of mp3s was the best the heroes3 gave us. I'd prefer, if we could change the pictures of our Heroes or ability to pair our premade images to one original hero if we are making an own map or scenario. Well, I think, if we could attach movies (like mpeg or avi) were more popular.

4. Just more stupid ideas...

- Making underwater castles
- Making a castle in the air

Appearenge of units:
- Demons (many kinda, like water or fire demon...)
- Dragons (like the chinese one)
- I'd change the image of the gold
- green ones
- Gnomes
- Nymphs, Satyrs
- Werewolves Thanx your attention

TaroT

 

Orion

2000 december 21st

I think it would be really interesting if you could create your new heroe. Not just change the heroe's characteristic, but also change their especialities. I also like the idea of heroes that can upgrade units. Just like Gelu can upgrade Archers and Elves to Shapshooters, and Dracon can upgrade Monks and Mage to Enchanters. I think it would be a great idea if we could create also this kind of heroes, changing their especialities. You know... Like upgrading Gnolls to... don't know ... Trolls maybe... :)))

 

Hector Lorda

2000 december 18th

I suggest that it might be good to include a button in the recruiting window that allows to recruit all the creatures at once, because it's kinda annoying having to click in all the boxes everytime. I even suggest to include a button in the map screen to recruit all creatures in all castles. When you have enough money to recruit all things, and you want to do it, it's boring having to spend time going castle to castle recruiting.

Thanks

Héctor Lorda (Spain)

 

Odin of Valhalla

2000 december 17th

Hey again, and again. Sorry For Bad English.
Well, Ive said it before: Leprachauns! Level 6 or 7. Rampart, or a new town with funny, irritating little creatures.
Normal: Gnome: Movement: Teleport (like the devils)
Special: Can cast invisible on itself. (the opponent sees it disappear, but for the next three rounds, he wont be able to see the gnome exept when it makes its attack.=
Upgrade I: Leprachaun:
Special: Can cast invisible on a GOOD friendly unit.
Upgrade II: Leprachaun Elder:
Special: Can cast invisible on a NEUTRAL OR GOOD friendly unit.

And, in each castle, it should be two Level 1 creatures. More weak troops!

ODIN OF VALHALLA

 

Ubik

2000 december 14th

Well, to put this straight: There are huge improvements that could be made and I guess 3DO has taken it in consideration.
Surely, there are many things that could be done. and mainly I could suggest some (hey, you know what dirty Harry said about oppinions... well, I guess it applies to me too :) ).
First the battle system. I think it is overrun by time, so there has to be a great improvement to it. Not RTS - more something like the battle system in Shogun:Total War - I enjoy battles in this game.
Also, I would suggest that the general gameplay should be more RPG-oriented, and I am talking about the hero evolving, not generally. Many players have pointed out that it would be a great asset to the game. Also, I fear that the game engine is also kinda prehistoric, and i am glad to hear that the boyz in 3DO are building up a new one.
Most of all, there has to be done something with the multiplayer. It is outrageous to have to stay onlin 4 or 5 hours just to finish a game on a Medium sized map.
Drastic measures are required for it - make the multiplayer FASTER!!!

In general, I expect HOMM4 to be a NEW GAME based on the great HOMM concept, and not just a facelift (like HOMM3 was).

Ubik

 

 

D.J.dragon

2000 december 8th

Hello there I wasn't able to use internet for long time and now when I'm back I have some new Ideas for HoMM 4. First of all I wood like to suggest a new castle:I didn't think off the name but it is a Tolkien based castle:

1 Hobbit : Halfings with short swords and good
upg. 1 : The ring wherer defense/ring wearers are able to get invisiblle to enemies/

2 Hunting wolf : Great wolves with ruby red eyes and
upg. 2 Warga : nearly black fur/can not be blinded/

3 Hunter : Archers in green clote and black pants
upg. 3 : /extra damage vs Wargas,rocs,unicorns grifins and bazlisks/

4 Forrester : Forrest guardians with great swords,
upg. 4 Ranger dressed in brown clotes they fight everything evil/hate orcs and ogres/

5 Skinchanger : Great men wich can morph in to the
upg. 5 Beorn : bear/on the start of every round player chose wil it be a bear or hyman/

6 Dark rider : Combination of Dred knight and wywern
upg. 6 Nazgul, but the wywern is more grey than green /Black Fewer atack wich weeknes enemie/

7 Grey wizard : Extreemly fast horseriding wizards with
upg, 7 : White wizard : elven bladed swords and wands/double demage with nazguls/

And I think Many will like this idea: you should make heroes able to upgrate, that meens when heroes ahive sertan level they can go to sretain object on the map and there get quest and when they finish it they come back to that object and they get another speciality, more place for secondary skils, they move faster and he is able to promote any unit to capitan wich like a heroe can leed other units and use artifacts but only magic using units (mages, archmages, monks , zealots, liches, power liches, enchanters and any conflux unit) can learn spells, and all capitans directly take part in battle.
That would be all from me for now.

Yours sinceraly

D.J.dragon

P.S. Don't even try to make HoMM IV real time strategy, it's much better like this is!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

 

 

Mr. Teig of Sarpsborg

2000 december 6th
If there was one thing Heroes III was missing, in my opinion, it was a stronger and better multi-player game. Heroes IV could improve on this part. e.g. by having a couple of different multi-player modes. One of the things i missed most with the multi-player part of Heroes III was that the co-op optiones was way too limited. For instance, you could let the allies share much more, everything if they wanted that (to the extent where this is possible, of course), resources, castles, towns, let their thieves' guild count as if they were owned by one player.

Mr. Teig of Sarpsborg, Norway

 

 

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