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> Complete list of added features in HotA, краткая и расширенная английская документация
nik312
сообщение 03 Jan 2014, 02:08 (Сообщение отредактировал Sav - 25 Jul 2016, 14:07)
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List of added features in HotA.
Horn of the Abys (HotA) is a global add-on for Heroes of Might and Magic III that extends (and fixes if needed) classical gameplay elements and adds some of its own.
This list contains all noticeable additions concerning gameplay.
Extended list of additions is in the next post of this topic.


  1. A new type of faction and town with all the necessary elements.
    Rule of avaliability for player on RoE/AB/SoD map: if all towns (or all towns except Conflux) are available, Cove is also available; otherwise, Cove is unavailable. On HotA maps Cove availability for player can be set in map properties, Cove is available by default.
    1. Alignment: neutral.
    2. Native land (terrain) is swamp.
      Cove's native terrain is swamp. After the construction of the Lodestar, Cove creatures move on any without penalty. In addition, they gain +1 to attack, defense and speed, see and ignore the mines and see the quicksand, but the siege of Cove still occurs in swamp.
    3. Units.
      • Level 1.
        Nymph.
        • Dwelling: Nymph Waterfall.
        • Attack: 5.
        • Defense: 2.
        • Damage: 1-2.
        • Health: 4.
        • Speed: 6.
        • Shots: 0.
        • Cost: 35 gold.
        • Population growth: 16.
        • Amount on map: 20-50.
        • AI Value: 57.
        • Fight Value: 52.
        • Features.
          • Teleportation.
        • Abilities.
          • Immune to ice (Ice Bolt, Frost Ring).
      • Level 1, upgraded.
        Oceanids.
        • Dwelling: Upg. Nymph Waterfall.
        • Attack: 6.
        • Defense: 2.
        • Damage: 1-3.
        • Health: 4.
        • Speed: 8.
        • Shots: 0.
        • Cost: 45 gold.
        • Population growth: 16.
        • Amount on map: 20-30.
        • AI Value: 75.
        • Fight Value: 60.
        • Features.
          • Teleportation.
        • Abilities.
          • Immune to ice (Ice Bolt, Frost Ring).
      • Level 2.
        Crew Mate.
        • Dwelling: Shack.
        • Attack: 7.
        • Defense: 4.
        • Damage: 2-4.
        • Health: 15.
        • Speed: 5.
        • Shots: 0.
        • Cost: 110 gold.
        • Population growth (+Pub): 9 (+6).
        • Amount on map: 16-30.
        • AI Value: 155.
        • Fight Value: 155.
      • Level 2, upgraded.
        Seaman.
        • Dwelling: Upg. Shack.
        • Attack: 8.
        • Defense: 6.
        • Damage: 3-4.
        • Health: 15.
        • Speed: 6.
        • Shots: 0.
        • Cost: 140 gold.
        • Population growth (+Pub): 9 (+6).
        • Amount on map: 16-25.
        • AI Value: 174.
        • Fight Value: 174.
      • Level 3.
        Pirate.
        • Dwelling: Frigate.
        • Attack: 8.
        • Defense: 6.
        • Damage: 3-7.
        • Health: 15.
        • Speed: 7.
        • Shots: 4.
        • Cost: 225 gold.
        • Population growth: 7.
        • Amount on map: 12-25.
        • AI Value: 312.
        • Fight Value: 208.
        • Features.
          • Shooter.
        • Abilities.
          • No melee penalty.
      • Level 3, upgraded.
        Corsair.
        • Dwelling: Upg. Frigate.
        • Attack: 10.
        • Defense: 8.
        • Damage: 3-7.
        • Health: 15.
        • Speed: 7.
        • Shots: 4.
        • Cost: 250 gold.
        • Population growth: 7.
        • Amount on map: 12-20.
        • AI Value: 407.
        • Fight Value: 311.
        • Features.
          • Shooter.
        • Abilities.
          • No melee penalty.
          • No enemy retaliation.
      • Level 3, additional upgrade.
        Sea Dog.
        • Dwelling: Gunpowder Warehouse.
        • Attack: 12.
        • Defense: 11.
        • Damage: 3-7.
        • Health: 15.
        • Speed: 7.
        • Shots: 10.
        • Cost: 300 gold.
        • Population growth: 7.
        • Amount on map: 12-18.
        • AI Value: 564.
        • Fight Value: 376.
        • Features.
          • Shooter.
        • Abilities.
          • No melee penalty.
          • No enemy retaliation.
          • Accurate shot.
            The ability is triggered after a shot: each creature in an attacking stack has a X% chance of killing a creature in the attacked squad, but the total number of killed creatures cannot be more than (number of creatures in an attacking squad)*X/100 (rounded up). X = 3 multiplier for shooting without penalty and X = 2 if shooting with penalty. Ability doesn't work if shooting at creatures behind walls.
      • Level 4.
        Stormbird.
        • Dwelling: Nest.
        • Attack: 10.
        • Defense: 8.
        • Damage: 6-9.
        • Health: 30.
        • Speed: 9.
        • Shots: 0.
        • Cost: 275 gold.
        • Population growth (+Roost): 4 (+3).
        • Amount on map: 10-20.
        • AI Value: 502.
        • Fight Value: 386.
        • Features.
          • Takes 2 hexes.
          • Flight.
      • Level 4, upgraded.
        Ayssid.
        • Dwelling: Upg. Nest.
        • Attack: 11.
        • Defense: 8.
        • Damage: 6-10.
        • Health: 30.
        • Speed: 11.
        • Shots: 0.
        • Cost: 325 gold.
        • Population growth (+Roost): 4 (+3).
        • Amount on map: 10-16.
        • AI Value: 645.
        • Fight Value: 478.
        • Features.
          • Takes 2 hexes.
          • Flight.
        • Abilities.
          • Ferocity.
            If at least one creature was killed by the attack, a second blow is inflicted.
      • Level 5.
        Sea Witch.
        • Dwelling: Tower of the Seas.
        • Attack: 12.
        • Defense: 7.
        • Damage: 10-14.
        • Health: 35.
        • Speed: 7.
        • Shots: 12.
        • Cost: 515 gold.
        • Population growth: 3.
        • Amount on map: 8-16.
        • AI Value: 790.
        • Fight Value: 608.
        • Features.
          • Shooter.
        • Abilities.
          • Casts after a shot (Basic level).
            Casts Weakness for 3 rounds on an attacked stack. If Weakness is already applied, casts Disrupting Ray (Basic level).
      • Level 5, upgraded.
        Sorceress.
        • Dwelling: Upg. Tower of the Seas.
        • Attack: 12.
        • Defense: 9.
        • Damage: 10-16.
        • Health: 35.
        • Speed: 8.
        • Shots: 12.
        • Cost: 565 gold.
        • Population growth: 3.
        • Amount on map: 8-12.
        • AI Value: 852.
        • Fight Value: 655.
        • Features.
          • Shooter.
        • Abilities.
          • Casts after the shot (Advanced level).
            Casts Weakness for 3 rounds on an attacked stack. If Weakness is already applied, casts Disrupting Ray (Advanced level).
      • Level 6.
        Nix.
        • Dwelling: Nix Fort.
        • Attack: 13.
        • Defense: 16.
        • Damage: 18-22.
        • Health: 80.
        • Speed: 6.
        • Shots: 0.
        • Cost: 1000 gold.
        • Population growth: 2.
        • Amount on map: 5-12.
        • AI Value: 1415.
        • Fight Value: 1415.
        • Abilities.
          • Ignores 30% of enemy attack value.
            30% of the Attack parameter is ignored when a creature attacks Nix.
      • Level 6, upgraded.
        Nix Warrior.
        • Dwelling: Upg. Nix Fort.
        • Attack: 15.
        • Defense: 20.
        • Damage: 18-22.
        • Health: 90.
        • Speed: 7.
        • Shots: 0.
        • Cost: 1300 gold.
        • Population growth: 2.
        • Amount on map: 5-10.
        • AI Value: 2233.
        • Fight Value: 1861.
        • Abilities.
          • Ignores 60% of enemy attack value.
            60% of the Attack parameter is ignored when a creature attacks Nix.
      • Level 7.
        Sea Serpent.
        • Dwelling: Maelstrom.
        • Attack: 22.
        • Defense: 16.
        • Damage: 30-55.
        • Health: 180.
        • Speed: 9.
        • Shots: 0.
        • Cost: 2300 gold + 1 sulfur.
        • Population growth: 1.
        • Amount on map: 4-10.
        • AI Value: 3953.
        • Fight Value: 3162.
        • Features.
          • Takes 2 hexes.
          • Stacks with "Slayer" (any level) on them have increased attack against Sea Serpent.
          • Turns into a Bone Dragon with Skeleton Transformer.
        • Abilities.
          • Poisonous.
            Has a 30% chance to poison enemy after the attack. Decrements 10% of Max Health instantly and at the begining of every round. Lasts for 3 rounds. Cannot exceed 50% of total decremented Health.
      • Level 7, upgraded.
        Haspid.
        • Dwelling: Upg. Maelstrom.
        • Attack: 29.
        • Defense: 20.
        • Damage: 30-55.
        • Health: 300.
        • Speed: 12.
        • Shots: 0.
        • Cost: 4000 gold + 2 sulfur.
        • Population growth: 1.
        • Amount on map: 3-8.
        • AI Value: 7220.
        • Fight Value: 5554.
        • Features.
          • Takes 2 hexes.
          • Stacks with "Slayer" (any level) on them have increased attack against Haspid.
          • Turns into a Bone Dragon with Skeleton Transformer.
        • Abilities.
          • Poisonous.
            Has a 30% chance to poison enemy after the attack. Decrements 10% of Max Health instantly and at the begining of every round. Lasts for 3 rounds. Cannot exceed 50% of total decremented Health.
          • Revenge.
            Has an increase to the Damage parameter before the attack by the following formula: (((Number of Haspid at the beginning of the battle + 1) * (1 Haspid Health) / (total Health now + 1 Haspid Health) - 1) ^ 0.5) * 100 %.
    4. New battle machine: Cannon
      • Is put in the Ballista slot of a hero. It cannot be put in a backpack.
      • Is bought in the blacksmith of Cove or in Cannon Yard. Cost: 5000 gold.
      • Assault battle machine. Only attacks by shooting. Is not blocked by standing next to an enemy unit. Can attack enemy troops and walls. One does not need to destroy the cannon to win the battle. No experience is given for its destruction.
      • Is put in place of Ballista during battle. Does not participate in the battle on the side of the defender during the siege, as well as the battles in vaults and banks. Moves at the same time as Ballista (before the First Aid Tent). Controlled by the AI.
      • Cannon parameters.
        • Level: 6.
        • Attack: 20.
        • Defense: 10.
        • Damage: (5-8)*(hero Attack + 1).
        • Health: 250.
        • Speed: 0.
        • Shots: 8.
        • Cost: 5000 gold.
        • Features.
          • Takes 2 hexes.
          • Battle machine.
        • Abilities.
          • Can fire at enemy fortifications.
      • Effect of Artillery skill.
        • None.
          All features work as basic ones.
        • Basic.
          Gives you control of the cannon. Aimed shot with increased damage on the fortifications.
        • Advanced.
          Gives you control of the cannon. Double damage on unit, aimed shot with increased damage on the fortifications.
        • Expert.
          Gives you control of the cannon. Triple damage on unit, aimed shot with increased damage on the fortifications.
    5. Heroes.
      • New hero classes.
        • Captain.
          • Might class.
          • Town: Cove.
          • Starting primary skills.
            • Attack: 3.
            • Defense: 0.
            • Spell power: 2.
            • Knowledge: 1.
          • Chance of rolling a primary skill before level 10.
            • Attack: 45%.
            • Defense: 25%.
            • Spell power: 20%.
            • Knowledge: 10%.
          • Chance of rolling a primary skill after level 10.
            • Attack: 30%.
            • Defense: 30%.
            • Spell power: 20%.
            • Knowledge: 20%.
          • Chance of rolling a secondary skill.
            • Pathfinding: 8/112.
            • Archery: 9/112.
            • Logistics: 6/112.
            • Scouting: 4/112.
            • Diplomacy: 5/112.
            • Navigation: 6/112.
            • Leadership: 6/112.
            • Wisdom: 1/112.
            • Mysticism: 1/112.
            • Luck: 7/112.
            • Ballistics: 5/112.
            • Eagle Eye: 4/112.
            • Necromancy: 0/112.
            • Estates: 4/112.
            • Fire Magic: 2/112.
            • Air Magic: 3/112.
            • Water Magic: 2/112.
            • Earth Magic: 4/112.
            • Scholar: 1/112.
            • Tactics: 6/112.
            • Artillery: 5/112.
            • Learning: 2/112.
            • Offense: 9/112.
            • Armorer: 2/112.
            • Intelligence: 3/112.
            • Sorcery: 2/112.
            • Resistance: 3/112.
            • First Aid: 2/112.
          • Restricted secondary skills.
            • Necromancy.
        • Navigator.
          • Magic class.
          • Town: Cove.
          • Starting primary skills.
            • Attack: 2.
            • Defense: 0.
            • Spell power: 1.
            • Knowledge: 2.
          • Chance of rolling a primary skill before level 10.
            • Attack: 15%.
            • Defense: 10%.
            • Spell power: 40%.
            • Knowledge: 35%.
          • Chance of rolling a primary skill after level 10.
            • Attack: 30%.
            • Defense: 20%.
            • Spell power: 20%.
            • Knowledge: 30%.
          • Chance of rolling a secondary skill.
            • Pathfinding: 6/112.
            • Archery: 6/112.
            • Logistics: 3/112.
            • Scouting: 2/112.
            • Diplomacy: 2/112.
            • Navigation: 6/112
            • Leadership: 2/112.
            • Wisdom: 8/112.
            • Mysticism: 3/112.
            • Luck: 4/112.
            • Ballistics: 2/112.
            • Eagle Eye: 2/112.
            • Necromancy: 0/112.
            • Estates: 2/112.
            • Fire Magic: 2/112.
            • Air Magic: 6/112.
            • Water Magic: 9/112.
            • Earth Magic: 5/112.
            • Scholar: 5/112.
            • Tactics: 4/112.
            • Artillery: 1/112.
            • Learning: 4/112.
            • Offense: 4/112.
            • Armorer: 1/112.
            • Intelligence: 8/112.
            • Sorcery: 6/112.
            • Resistance: 5/112.
            • First Aid: 4/112.
          • Restricted secondary skills.
            • Necromancy.
      • Cove heroes.
        A common rule for the availability of new heroes in RoE, AB and SoD maps is the following: all non-campaign heroes are always available. Campaign heroes are only available in the scenarios where all original campaign heroes are present.
        • Corkes.
          • Class: Captain.
          • Gender: Male.
          • Specialty: Offense.
            Receives a 5% per level bonus to Offense skill percentage.
          • Secondary skills.
            • Offense: basic.
            • Pathfinding: basic.
          • Spell Book: none.
          • Default unit count.
            • Nymphs: 15-25.
            • Crew mates: 6-9.
            • Pirates: 4-7.
        • Jeremy.
          • Class: Captain.
          • Gender: Male.
          • Specialty: Cannon.
            Increases the Attack and Defense skills of any Cannon by 5% for every 6 levels (rounded up).
          • Secondary skills.
            • Logistics: basic.
            • Artillery: basic.
          • Spell Book: none.
          • Default unit count.
            • Nymphs: 15-25.
            • Cannon: 1.
            • Pirates: 4-7.
        • Illor.
          • Class: Captain.
          • Gender: Male.
          • Specialty: Stormbirds.
            Increases Speed of any Stormbirds or Ayssids by 1 and their Attack and Defense skills by 5% for every 4 levels (rounded up).
          • Secondary skills.
            • Armorer: basic.
            • Tactics: basic.
          • Spell Book: none.
          • Default unit count.
            • Nymphs: 15-25.
            • Stormbirds: 3-5.
            • Pirates: 4-7.
        • Derek.
          • Unavailable on random maps with water (replaced with Elmor).
          • Class: Captain.
          • Gender: Male.
          • Specialty: Crew Mates.
            Increases Speed of any Crew Mates or Seamen by 1 and their Attack and Defense skills by 5% for every 2 levels (rounded up).
          • Secondary skills.
            • Offence: basic.
            • Leadership: basic.
          • Spell Book: none.
          • Default unit count.
            • Crew mates: 6-9.
            • Crew mates: 6-9.
            • Crew mates: 6-9.
        • Elmor.
          • Unavailable on random maps without water (replaced with Derek).
          • Class: Captain.
          • Gender: Male.
          • Specialty: Navigation.
            Receives a 5% per level bonus to movement points at sea.
          • Secondary skills.
            • Navigation: advanced.
          • Spell Book: none.
          • Default unit count.
            • Nymphs: 15-25.
            • Crew mates: 6-9.
            • Pirates: 4-7.
        • Leena.
          • Class: Captain.
          • Gender: Female.
          • Specialty: +350 gold.
            Increases kingdom's income by 350 gold per day.
          • Secondary skills.
            • Pathfinding: basic.
            • Estate: basic.
          • Spell Book: none.
          • Default unit count.
            • Nymphs: 15-25.
            • Crew mates: 6-9.
            • Pirates: 4-7.
        • Anabel.
          • Class: Captain.
          • Gender: Female.
          • Specialty: Pirates.
            Increases Speed of any Pirates, Corsairs or Sea Dogs by 1 and their Attack and Defense skills by 5% for every 3 levels (rounded up).
          • Secondary skills.
            • Offence: basic.
            • Archery: basic.
          • Spell Book: none.
          • Default unit count.
            • Nymphs: 15-25.
            • Pirates: 4-7.
            • Pirates: 4-7.
        • Cassiopeia.
          • Class: Captain.
          • Gender: Female.
          • Specialty: Nymphs.
            Increases Speed of any Nymphs or Oceanids by 1 and their Attack and Defense skills by 5% for every level (rounded up).
          • Secondary skills.
            • Offence: basic.
            • Tactics: basic.
          • Spell Book: none.
          • Default unit count.
            • Nymphs: 15-25.
            • Nymphs: 15-25.
            • Nymphs: 15-25.
        • Miriam.
          • Class: Captain.
          • Gender: Female.
          • Specialty: Scouting.
            Increases the Scouting bonus by 5% per hero level (rounded up).
          • Secondary skills.
            • Offence: basic.
            • Scouting: basic.
          • Spell Book: none.
          • Default unit count.
            • Nymphs: 15-25.
            • Crew mates: 6-9.
            • Pirates: 4-7.
        • Casmetra.
          • Class: Navigator.
          • Gender: Female.
          • Specialty: Sea Witches.
            Increases Speed of any Sea Witches or Sorceress by 1 and their Attack and Defense skills by 5% for every 5 levels (rounded up).
          • Secondary skills.
            • Wisdom: basic.
            • Water Magic: basic.
          • Spell Book: present.
          • Starting spell: Dispel.
          • Default unit count.
            • Nymphs: 15-25.
            • Crew mates: 6-9.
            • Pirates: 4-7.
        • Eovacius.
          • Class: Navigator.
          • Gender: Male.
          • Specialty: Clone.
            Each battle the first cast of Clone spell summons 2 clones of target unit. If less than 2 copies can be created at a time, the available amount is created and the spell is considered a success.
          • Secondary skills.
            • Wisdom: basic.
            • Intelligence: basic.
          • Spell Book: present.
          • Starting spell: Clone.
          • Default unit count.
            • Nymphs: 15-25.
            • Crew mates: 6-9.
            • Pirates: 4-7.
        • Spint.
          • Class: Navigator.
          • Gender: Male.
          • Specialty: Sorcery.
            Receives a 5% per level bonus to Sorcery skill percentage.
          • Secondary skills.
            • Wisdom: basic.
            • Sorcery: basic.
          • Spell Book: present.
          • Starting spell: Bless.
          • Default unit count.
            • Nymphs: 15-25.
            • Crew mates: 6-9.
            • Pirates: 4-7.
        • Andal.
          • Class: Navigator.
          • Gender: Male.
          • Specialty: +1 crystal.
            Increases kingdom's crystal production by 1 per day.
          • Secondary skills.
            • Wisdom: basic.
            • Pathfinding: basic.
          • Spell Book: present.
          • Starting spell: Slow.
          • Default unit count.
            • Nymphs: 15-25.
            • Crew mates: 6-9.
            • Pirates: 4-7.
        • Manfred.
          • Class: Navigator.
          • Gender: Male.
          • Specialty: Fire Ball.
            Casts Fireball with damage increased by 3% for every n hero levels (n - target creature level).
          • Secondary skills.
            • Wisdom: basic.
            • Fire Magic: basic.
          • Spell Book: present.
          • Starting spell: Fire Ball.
          • Default unit count.
            • Nymphs: 15-25.
            • Crew mates: 6-9.
            • Pirates: 4-7.
        • Zilare.
          • Class: Navigator.
          • Gender: Male.
          • Specialty: Forgetfulness.
            Casts Forgetfulness with double duration.
          • Secondary skills.
            • Wisdom: basic.
            • Resistance: basic.
          • Spell Book: present.
          • Starting spell: Forgetfulness.
          • Default unit count.
            • Nymphs: 15-25.
            • Crew mates: 6-9.
            • Pirates: 4-7.
        • Astra.
          • Class: Navigator.
          • Gender: Female.
          • Specialty: Cure.
            Casts Cure with effect increased by 3% for every n hero levels (n - target creature level).
          • Secondary skills.
            • Wisdom: basic.
            • Luck: basic.
          • Spell Book: present.
          • Starting spell: Cure.
          • Default unit count.
            • Nymphs: 15-25.
            • Crew mates: 6-9.
            • Pirates: 4-7.
        • Dargem.
          • Class: Navigator.
          • Gender: Male.
          • Specialty: Air Shield.
            Casts Air Shield with effect increased by 3% for every n hero levels (n - target creature level).
          • Secondary skills.
            • Wisdom: basic.
            • Tactics: basic.
          • Spell Book: present.
          • Starting spell: Air Shield.
          • Default unit count.
            • Nymphs: 15-25.
            • Crew mates: 6-9.
            • Pirates: 4-7.
        • Bidley.
          • Campaign hero.
          • Class: Captain.
          • Gender: Male.
          • Specialty: Sea Dogs.
            Can upgrade Pirates and Corsairs to Sea Dogs.
          • Secondary skills.
            • Offense: advanced.
          • Spell Book: none.
          • Default unit count.
            • Sea Dogs: 1-3.
            • Corsairs: 4-7.
            • Sea Dogs: 1-3.
        • Tark.
          • Campaign hero.
          • Class: Captain.
          • Gender: Male.
          • Specialty: Nix.
            Increases Speed of any Nix or Nix Warriors by 1 and their Attack and Defense skills by 5% for every 6 levels (rounded up).
          • Secondary skills.
            • Offence: basic.
            • Armory: basic.
          • Spell Book: none.
          • Default unit count.
            • Nix: 1.
            • Nix: 1.
            • Nix: 1.
    6. Structures.
      • General Structures.
        • Village Hall.
          Cost: None.
          Initially built in every town.
          Requirements: None.
          Makes the construction of buildings possible, brings 500 gold per day.
        • Town Hall.
          Cost: 2500 gold.
          Upgrade of the Village Hall.
          Requirements: Tavern.
          Makes the construction of buildings possible, brings 1000 gold per day.
        • City Hall.
          Cost: 5000 gold.
          Upgrade of the Town Hall.
          Requirements: Tavern, Blacksmith, Marketplace, Mage Guild Level 1.
          Makes the construction of buildings possible, brings 2000 gold per day.
        • Capitol.
          Cost: 10,000.
          Upgrade of the City Hall. One player cannot build more than one Capitol. If the city with the capitol is captured, capitol downgrades to City Hall in that city.
          Requirements: Tavern, Blacksmith, Marketplace, Mage Guild Level 1, Castle.
          Makes the construction of buildings possible, brings 4000 gold per day.
        • Fort.
          Cost 5000 gold, 20 wood, 20 ore.
          Can be built by default.
          Requirements: None.
          Allows you to view a general list of creatures available for hiring, provides city with walls during the siege.
        • Citadel.
          Cost: 2500 gold, 5 ore.
          Upgrade of the Fort.
          Requirements: None.
          Allows you to view a general list of creatures available for hiring, provides city with walls, moat and a central tower during the siege. Multiplies the creatures' gain by 1.5 (rounded down).
        • Castle.
          Cost 5000 gold, 10 wood, 10 ore.
          Upgrade of the Citadel.
          Requirements: None.
          Allows you to view a general list of creatures available for hiring, provides city with walls, the moat, the central and side Shooting Towers during the siege. Multiplies the creatures' gain by 2.
        • Tavern.
          Cost: 500 gold, 5 wood.
          Built by default, if the city was originally owned by the player.
          Requirements: None.
          Allows the city to hire heroes, hear rumors and gather information in the Thief' Guild, opens an additional level of information Thief's Guild towns and garrisons information on enemy towns.
        • Blacksmith.
          Cost: 1000 gold, 5 wood.
          Requirements: None.
          Allows the guest hero to buy a war machine (cannon) for 5000 gold.
        • Marketplace.
          Cost: 500 gold, 5 wood.
          Requirements: None.
          Allows you to trade one resource for another, send resources to other players, and improves prices in Marketplaces of other towns by 1 level.
        • Resource Silo.
          Cost: 5000 gold, 5 ore.
          Requirements: Marketplace.
          Brings 1 sulfur per day.
        • Mage Guild Level 1.
          Price: 2000 gold, 5 wood, 5 ore.
          Requirements: None.
          Allows you to buy the Spell Book for a hero for 500 gold and offers the study of 5 spells of Level 1.
        • Mage Guild Level 2.
          Cost: 1000 gold, 5 wood, 5 ore, mercury 4, 4 gems, crystal, 4, 4 sulfur.
          Upgrade of the Mage Guild Level 1.
          Requirements: None.
          Allows you to buy the Spell Book for a hero for 500 gold and offers the study of 5 spells of Level 1 and 4 spells of Level 2.
        • Mage Guild level 3.
          Cost: 1000 gold, 5 wood, 5 ore, 6 mercury, 6 gems, crystals, 6, 6 sulfur.
          Upgrade of the Mage Guild Level 2.
          Requirements: None.
          Allows you to buy the Spell Book for a hero for 500 gold and offers the study of 5 spells of Level 1, 4 spells of Level 2 and 3 spells of Level 3.
        • Mage Guild level 4.
          Cost: 1000 gold, 5 wood, 5 ore, mercury 8, 8 precious stones, crystals, 8, 8 sulfur.
          Upgrade of the Mage Guild level 3.
          Requirements: None.
          Allows you to buy the Spell Book for a hero for 500 gold and offers the study of 5 spells of Level 1, 4 spells of Level 2, 3 spells of Level 3 and 2 spells of Level 4.
      • Special Structures.
        • Shipyard.
          Cost: 2000 gold, 20 wood.
          Can only be built in the city that is located next to water.
          Requirements: None.
          Allows you to buy a boat for 1000 gold and 10 wood, next to the city if there is an unoccupied slot.
        • Pub.
          Cost: 1000 gold.
          Requirements: Fort, Nymph Waterfall, Shack.
          Increases the gain of the Crew Mates and Seamen by 6.
        • Roost.
          Cost: 1000 gold.
          Requirements: Fort, Nymph Waterfall, Shack, Nest.
          Increases the gain of the Stormbird and Ayssid by 3.
        • Thief's Guild.
          Cost: 500 gold, 5 wood.
          Requirements: Tavern.
          Opens 2 additional levels of information in Thief's Guild, provides towns and garrisons information on enemy towns.
        • Grotto.
          Cost: 7500 gold, 15 wood, 15 ore.
          Requirements: Marketplace.
          Allows the guest hero to sacrifice creatures or artifacts, gaining experience. Works like Altar of Sacrifice (map object).
      • Creature dwellings.
        • Nymph Waterfall.
          Cost: 300 gold, 5 wood, 5 ore.
          Creature dwelling Level 1 (Nymphs). Built in a neutral city or town with a fort by default.
          Requirements: Fort.
          Allows you to recruit Nymphs.
        • Upg. Nymph Waterfall.
          Cost: 1000 gold.
          Nymph Waterfall Upgrade. Residence of upgraded level 1 creatures (oceanids).
          Requirements: Fort.
          Allows you to recruit Nymphs and Oceanids, upgrade Nymphs into Oceanids.
        • Shack.
          Cost: 1000 gold, 10 wood.
          Creature dwelling Level 2 (Crew Mates). Built in a neutral city or town with a fort by default.
          Requirements: Fort, Nymph Waterfall.
          Allows you to recruit Crew Mates.
        • Upg. Shack.
          Cost: 1000 gold, 5 wood.
          Shack Upgrade. Residence of upgraded level 2 creatures (Seamen).
          Requirements: Fort, Nymph Waterfall.
          Allows you to recruit Crew Mates and Seamen, upgrade Crew Mates into Seamen.
        • Frigate.
          Cost: 1000 gold, 10 wood.
          Creature dwelling Level 3 (Pirates).
          Requirements: Fort, Blacksmith, Nymph Waterfall, Shack.
          Allows you to recruit Pirates.
        • Upg. Frigate.
          Cost: 1500 Gold, 5 wood.
          Upgraded Frigate. Residence of upgraded level 3 creatures (Corsair).
          Requirements: Fort, Blacksmith, Nymph Waterfall, Shack.
          Allows you to recruit Pirates and Corsairs, upgrade Pirates into Corsairs.
        • Gunpowder Warehouse.
          Cost: 3000 gold, 5 wood, 5 ore, 2 mercury, 2 gems, 2 crystals, 2 sulfur.
          Upgrades the Upg. Frigate. Dwelling of additional upgrade of the creatures Level 3 (Sea Dogs).
          Requirements: Fort, Blacksmith, Nymph Waterfall, Shack.
          Allows you to recruit Pirates, Corsairs and Sea Dogs, upgrade the Pirates and Corsairs into Sea Dogs.
        • Nest.
          Cost: 2000 gold, 5 ore, 2 gems, 2 crystals.
          Creature dwelling level 4 (Stormbirds).
          Requirements: Fort, Nymph Waterfall, Shack.
          Allows you to recruit Stormbirds.
        • Upg. Nest.
          Cost: 1500 gold, 2 gems, 2 crystals.
          Improving Nest. Residence of upgraded level 4 creatures (Ayssid).
          Requirements: Fort, Nymph Waterfall, Shack.
          Allows you to recruit Stormbirds and Ayssids, upgrade Stormbirds into Ayssids.
        • Tower of the Seas.
          Price: 3000 gold, 5 wood, 5 ore, 5 crystals.
          Creature dwelling Level 5 (Sea Witch).
          Requirements: Fort, Mage Guild Level 1, Nymph Waterfall, Shack
          Allows you to recruit Sea Witches.
        • Upg. Tower of the Seas.
          Price: 2000 gold, 5 crystals.
          Upgrade to the Tower of the Seas. Residence of upgraded level 5 creatures (Sorceress).
          Requirements: Fort, the Mage Guild level 2, Nymph Waterfall, Shack.
          Allows you to recruit Sea Witches and the Sorceresses, upgrade Sea Witches into Sorceresses.
        • Nix Fort.
          Cost 4000 gold 5 wood, 10 ore.
          Creature dwelling to level 6 (Nix).
          Requirements: Fort, Nymph Waterfall, Shack, Nest.
          Allows you to recruit Nix.
        • Upg. Nix Fort.
          Price: 3000 gold, 5 wood, 5 ore, 5 sulfur.
          Upgrade to the Nix Fort. Residence of upgraded level 6 creatures (Nix Warriors).
          Requirements: Fort, Nymph Waterfall, Shack, Nest.
          Allows you to recruit Nix and Nix Warriors, upgrade Nix into Nix Warriors.
        • Maelstrom.
          Cost: 15000 gold, 15 wood, 15 ore, 10 sulfur.
          Creature dwelling Level 7 (Sea Serpents).
          Requirements: Fort, Mage Guild Level 1, Nymph Waterfall, Shack, Nest, Tower of the Seas, Nix Fort.
          Allows you to recruit Sea Serpents.
        • Upg. Maelstrom.
          Cost: 15000 gold, 15 wood, 15 ore, 20 sulfur.
          Upgrade to the Maelstrom. Residence of upgraded level 7 creatures (Haspids).
          Requirements: Fort, Mage Guild level 2, Nymph Waterfall, Shack, Nest, Tower of the Seas, Nix Fort.
          Allows you to recruit Sea Serpents and Haspids, upgrade Sea Serpents into Haspids.
      • Grail structure: Lodestar.
        Is built for free if the hero possesses the Grail. Grail disappears after construction.
        Brings 5000 gold per day, multiplies the growth of creatures by 1.5 per week (rounded down). Makes any terrain native to Cove (Movement without penalty, +1 to attack, defense and speed, see and ignore mines and see quicksand). Cove's siege remains on swamp.

      Building tree:

    7. A chance of rolling a spell in each slot of the Mage Guild.
      • Level 1.
        • Summon Boat: 5%.
        • View Earth: 3%.
        • View Air: 3%.
        • Magic Arrow: 30%.
        • Shield: 3%.
        • Protection from Fire: 3%.
        • Protection from Water: 3%.
        • Dispel: 10%.
        • Cure: 5%.
        • Bless: 10%.
        • Curse: 0%.
        • Bloodlust: 5%.
        • Stone Skin: 5%.
        • Haste: 10%.
        • Slow: 5%.
      • Level 2.
        • Scuttle Boat: 8%.
        • Visions: 2%.
        • Disguise: 2%.
        • Quicksand: 4%.
        • Fire Wall: 4%.
        • Ice Bolt: 50%.
        • Lightning Bolt: 4%.
        • Death Ripple: 0%.
        • Protection from Air: 2%.
        • Precision: 4%.
        • Weakness: 8%.
        • Disrupting Ray: 4%.
        • Fortune: 4%.
        • Blind: 0%.
        • Remove Obstacle: 4%.
      • Level 3.
        • Land Mine: 4%.
        • Force Field: 4%.
        • Earthquake: 8%.
        • Frost Ring: 30%.
        • Fire Ball: 2%.
        • Destroy Undead: 2%.
        • Air Shield: 2%.
        • Protection from Earth: 4%.
        • Anti Magic: 10%.
        • Animate Dead: 0%.
        • Mirth: 8%.
        • Misfortune: 4%.
        • Hypnotize: 4%.
        • Forgetfulness: 8%.
        • Teleport: 10%.
      • Level 4.
        • Water Walk: 10%.
        • Town Portal: 10%.
        • Chain Lightning: 10%.
        • Inferno: 5%.
        • Meteor Shower: 10%.
        • Armageddon: 0%.
        • Fire Shield: 5%.
        • Resurrection: 5%.
        • Prayer: 10%.
        • Sorrow: 5%.
        • Slayer: 5%.
        • Frenzy: 5%.
        • Counterstrike: 5%.
        • Berserk: 5%.
        • Clone: 10%.
      • Level 5 spells are unavailable in Cove.

  2. General gameplay innovations.
    1. Towns with Fort always have level 2 dwelling built by default.
    2. Heroes with a starting army always have all troops (and a war machine), without the possibility of absence of any of them.
    3. Fly, Water Walk and Dimesion Door spell changes which make it impossible to trigger objects without alerting the guard even while using these spells (if take into account fix of object guard tilting bug).
      • To trigger a guarded object while flying or water walking (if the object in question is not a freely passable one, like a friendly Garrison), you will now have to first land on an adjacent tile and fight the guardians.
      • If a hero moves to a guarded tile after casting the Dimension Door, combat will start. Casting cursor will change its appearance if that's the case.
      • Fixed bugs with interruption the flight on forbidden cells. Interrupting the flight above a guarded tile will now trigger combat.
    4. Native terrain bonus on the underground depends on the particular terrain (originally it was always considered subterrain).
    5. Dwellings belonged to players accumulate creatures on a by-week basis.
      Number of creatures in dwellings without owner is set to one creature growth each week.
    6. Negative luck was introduced.
      While under effects of negative luck the stack has a chance (-1: 1/12 -2: 1/6, -3: 1/4) to cause half the damage. Hourglass of the Evil Hour neutralizes luck only if it is positive.
    7. The creatures in battle without a hero can now be subjected to the effect of good and bad luck.
      Originally luck never worked for creatures with no hero, even if it was positive (or negative) for them.
    8. Scouting skill now add +1/+3/+5 cells to hero sight radius instead of +1/+2+/3.
    9. Slightly increased the AI Value of Monk (RMG was underestimating them when placing). Thus, Pandora Boxes and Seer Huts on random map will give 25 Monks, instead of 30.
    10. Fire immunity of Firebirds replaced with 50% Fire Resist. Thus, slightly decreased their AI Value (Pandora Boxes and Seer Huts on random map will give 6 Firebirds, instead of 5).
    11. Largely increased the AI Value of Fairy Dragon. Their amount on random maps is now about 1.5 times lower. Therefore, Fairy Dragons cannot be given as a reward in Seer Huts and Pandora Boxes.
    12. Water elements were excluded from random maps without water.
      • When generating a random map with the ”none” water level, The following items are not generated in the sites and are prohibited in the map settings (i.e., completely removed from the game).
        • Artifacts: Sea Captain 's Hat, Necklace of Ocean Guidance, Boots of Levitation.
        • Spells: Summon Boat, Scuttle Boat, Water Walk.
        • Navigation secondary skill.
      • On random maps without water available (including the starting ones) heroes Beatrice, Kinkeria and Derek, but the following heroes are not available: Sylvia, Woy and Elmore.
      • Sylvia, Woy and Elmore are available on random maps with water (including as starters), but Beatrice, Kinkeria and Derek are unavailable.
      • On random maps without water Gem has the starting Spell changed from ”Summon Boat” to ”Bless”.
      • When you click on a random water level in the random map settings, selection will be made immediately because available starting heroes depend on it.
    13. Creature weeks, creature months and plague are disabled for random maps.
    14. Arrow Towers ignores the target's defense completely (also, fixed various bugs with incorrect damage calculation).
    15. Shackles of War effect applies only when both sides in the battle have heroes.
    16. New neutral creatures.
      • Satyr.
        • Dwelling: Wineyard.
        • Level 4.
        • Attack: 10.
        • Defense: 11.
        • Damage: 6-10.
        • Health: 35.
        • Speed: 7.
        • Shots: 0.
        • Cost: 300 gold.
        • Population growth: 4.
        • Amount on map: 10-20.
        • AI Value: 518.
        • Fight Value: 471.
        • Abilities.
          • Casts Mirth.
            3 times per battle can cast Advanced Mirth on allied unit. Spell lasts 6 turns.
      • Fangarm.
        • Dwelling: Ziggurat.
        • Level 5.
        • Attack: 12.
        • Defense: 12.
        • Damage: 8-12.
        • Health: 50.
        • Speed: 6.
        • Shots: 0.
        • Cost: 600 gold.
        • Population growth: 3.
        • Amount on map: 8-16.
        • AI Value: 1052.
        • Fight Value: 1052.
        • Features.
          • Flight.
        • Abilities.
          • Mind spell immunity.
          • Unlimited retaliations.
          • Hypnotize.
            Casts Advanced Hypnotize for 3 rounds on an attacked stack. Spell Power is equal to number of creatures in Fangarm squad while checking possibility of applying Hypnotize (this means it affects a squad with total health (counting damage of current attack) not greater than 20 + 25*(Fangarm count)). In case of successful cast of Hypnotize attacked stack won't relatiate (or won't attack twice if Fangarms are counterattacking).

  3. Gameplay innovations, related to certain towns.
    1. Castle.
      • Heroes.
        • Sir Mullich is banned by default. Lord Haart available instead.
        • Sylvia is banned on maps without water. New hero - Beatrice available instead.
          Beatrice.
          • Available on random maps only without water (replaces Sylvia).
          • Class: Knight.
          • Gender: Female.
          • Specialty: Scouting.
            Receives a 5% per level bonus to Scouting skill percentage (rounded up).
          • Secondary skills.
            • Leadership: basic.
            • Scouting: basic.
          • Spell Book: none.
          • Default unit count.
            • Pikemen: 10-20.
            • Crossbowmen: 4-7.
            • Griffins: 2-3.
    2. Rampart.
      • Heroes' starting armies.
        • Amount of Elves decreased from 3-6 to 2-4.
      • Heroes.
        • Gem has the starting Spell changed on random maps without water from Summon Boat to Bless.
    3. Tower.
      • Building tree.
        • Altar of Wishes, Golden Pavilion, Upg. Golden Pavilion, Cloud Temple and Upg. Cloud Temple no longer require Mage Guild level 1 and Mage Tower.
        • Golden Pavilion and Upg. Golden Pavilion now require Altar of Wishes.
        • Upg. Altar of Wishes no longer requires Mage Tower (Mage Guild level one is still required).
      • Building prices.
        • Golem Factory price in gold is decreased from 2000 to 1500.
        • Upg. Golem Factory price in gold is decreased from 2000 to 1500.
        • Mage Tower price in gold is decreased from 2500 to 2000.
        • Altar of Wishes price in gold is decreased from 3000 to 2500.
        • Upg. Cloud Temple price in gold is decreased from 25000 to 20000.
      • Heroes' starting armies.
        • Amount of Stone Gargoyles increased from 3-5 to 5-7.
        • Amount of Stone Golems increased from 2-3 (or 2 in Josephine's second slot) to 4-5.
    4. Inferno.
      • Building tree.
        • Upg. Hell Hole no longer requires Mage Guild level 2 (still requires Mage Guild level 1).
      • Building prices.
        • Brimstone Stormclouds price in sulfur decreased from 5 to 4.
        • Upg. Hall of Sins price in mercury decreased from 5 to 4.
        • Upg. Kennels price in sulfur decreased from 5 to 4.
      • Creatures.
        • Magogs can shoot fireball at any hex of the battlefield except for its own hex and adjascent ones (unless sniper bow is present). Targeting dialogue is called by pressing G. However, creatures immune to fire can be damaged only by a central hex.
        • Arch Devil decreases Luck by 2 (instead of 1 from the original).
      • Heroes' starting armies.
        • Amount of Imps increased from 15-25 to 20-30.
    5. Necropolis.
      • The amount of skeletons raised by necromancy is halved.
        • Necromancy raise 5%-10%-15% enemy's dead as Skeletons instead of 10%-20%-30%.
        • Amulet of the Undertaker increases Necromancy skill by 2.5% instead of 5%, Vampire's Cowl - 5% instead of 10%, Dead Man's Boots - 7.5% instead of 15%. Cloak of the Undead King raise 15% enemy's dead as Skeletons instead of 30%.
        • Necromancy Amplifier increases Necromancy skill by 5% instead of 10%.
        • Number of Skeletons raised by the Necromancy skill is now detendent on total number of slain creatures in an enemy army, rather than on numbers of each individual slain stack.
      • Building prices.
        • Upg. Tomb of Souls price in mercury decreased from 5 to 4.
        • Mausoleum price in ore decreased from 10 to 5, and in sulfur from 10 to 4.
        • Upg. Mausoleum price in sulfur decreased from 5 to 4.
      • Creatures.
        • Liches and Power Liches can shoot death cloud at any hex of the battlefield except for its own hex and adjascent ones (unless sniper bow is present). Targeting dialogue is called by pressing G.
      • Heroes.
        • Galthran is banned by default. New hero - Ranloo is available instead.
          Ranloo.
          • Available by default (replaces Galthran).
          • Class: Death Knight.
          • Gender: Male.
          • Specialty: Ballista.
            Increases the Attack and Defense skills of any Ballista by 5% for every 5 levels (rounded up).
          • Secondary skills.
            • Necromancy: basic.
            • Artillery: basic.
          • Spell Book: present.
          • Starting spell: Haste.
          • Default unit count.
            • Skeletons: 20-30.
            • Ballista: 1.
            • Wraiths: 4-6.
    6. Dungeon.
      • Heroes' starting armies.
        • Amount of Troglodytes decreased from 30-40 to 20-30.
    7. Stronghold.
      • Building prices.
        • Cyclops Cave price does not include crystals. Upg. Cyclops Cave price in crystals increased from 0 to 10.
    8. Fortress.
      • Heroes' starting armies.
        • Amount of Gnolls increased from 10-20 to 15-25.
        • Amount of Serpent Flies increased from 2-4 to 3-4.
      • Heroes.
        • Woy banned on maps without water. New hero - Kinkeria available instead.
          Kinkeria.
          • Available on random maps only without water (replaces Woy).
          • Class: Witch.
          • Sex: Female.
          • Specialty: Learning.
            Learning skill percentage is doubled.
          • Secondary skills.
            • Wisdom: basic.
            • Learning: basic.
          • Spell Book: present.
          • Starting spell: Slow.
          • Default unit count.
            • Gnolls: 15-25.
            • Lizardmen: 4-7.
            • Serpent Flies: 3-4
    9. Conflux.
      • Growth of Firebirds and Phoenixes decreased to 1 (2 after the construction of Castle).
      • New structure: Vault of Ashes.
        Cost: 5000 gold, 5 mercury.
        Requirements: Fort, Mage Guild Level 1, Magic Lantern, Altar of Air, Altar of Water, Altar of Fire, Altar of Earth, Altar of Thought, Pyre.
        Increases the growth of the Firebird and Phoenix by 1.
      • Building tree.
        • Constructing Upg. Magic Lantern now requires Mage Guild level 1 and Magic University beforehand.
      • Building prices.
        • Cost of constructing the Pyre went up from 10 to 20 mercury and from 10000 to 15000 gold.
      • Buildings.
        • Aurora Borealis (Grail structure of Conflux) allows to learn spells up to according level of the Mage Guild in the city only.
      • Creatures.
        • Fire immunity of Firebirds replaced with 50% Fire Resist. Slightly decreased AI Value (thus, Pandora Boxes and Seer Huts on random map will give 6 Firebirds, instead of 5).
      • Creature prices.
        • Cost of Psychic Elementals increased from 750 to 950 gold.
        • Cost of Magic Elementals increased from 800 to 1200 gold.
        • Cost of Firebirds increased from 1500 to 2000.
        • Cost of Phoenixes increased from 2000 gold + 1 mercury to 3000 gold + 1 mercury.
      • Other.
        • Neutral grass zone without town can become a Conflux zone.

  4. New artifacts.
    • Diplomats Cloak.
      • Class: Relic.
      • Combination Artifact. Componentry: Stateman's Medal, Diplomat's Ring, Ambassador's Sash.
      • Worn on shoulders (also blocks neck slot and one ring slot).
      • Cost: 15000.
      • Allows your hero to retreat or surrender when battling neutral monsters or defending a town. Multiplies your hero army strength by 3 (for neutral armies and Thieves guild).
        Component effects: reduce the cost of surrendering by 30%.
    • Pendant of Reflection.
      • Class: Relic.
      • Combination artifact. Componentry: Garniture of Interference, Surcoat of Counterpoise, Boots of Polarity.
      • Worn on the neck (also blocks slots of shoulders and legs).
      • Cost: 12000.
      • Increases your Magic Resistance additionally by 20%.
        Component effects: increase your Magic Resistance by 30%.
    • Ironfist of the Ogre.
      • Class: Relic.
      • Combination Artifact. Componentry: Ogre's Club of Havoc, Targ of the Rampaging Ogre, Tunic of the Cyclops King, Crown of the Supreme Magi.
      • Carried in right hand (also blocks left hand slot, head slot and body slot).
      • Cost: 20000.
      • At the beginning of a combat the Fist will cast Bloodlust, Fire Shield and Counterstrike (all Expert) lasting for 50 turns on all allied troops.
        Component effects: increase your Attack and Defence skills by 5 and your Spell Power and Knowledge skills by 4.
    • Golden Goose.
      • Class: Relic.
      • Combination artifact. Componentry: Endless Purse of Gold, Endless Bag of Gold, Endless Sack of Gold.
      • Worn in ”Other” slot (also blocks another two ”Other” slots).
      • Cost: 22500.
      • Brings 4750 gold/day.
        Component effects: bring 2250 gold/day.
    • Trident of dominion.
      • Class: Major.
      • Carried in right hand.
      • Cost: 7000.
      • Increases your Attack skill by 7.
    • Shield of Naval Glory.
      • Class: Major.
      • Carried in left hand.
      • Cost: 7000.
      • Increases your Defence skill by 7.
    • Royal Armor of Nix.
      • Class: Major.
      • Worn on body.
      • Cost: 7000.
      • Increases your Spellpower skill by 6.
    • Crown of the Five Seas.
      • Class: Major.
      • Worn on head.
      • Cost: 7000.
      • Increases your Knowledge skill by 6.
    • Wayfarer's boots.
      • Class: Major.
      • Worn on foot.
      • Cost: 5000.
      • Allow your hero to move over rough terrain without penalty.
    • Ring of Supression.
      • Class: Treasure.
      • Worn on finger.
      • Cost: 4000.
      • Decreases enemy's Morale by 1.
    • Hideous Mask.
      • Class: Minor.
      • Worn in ”Other” slot.
      • Cost: 4000.
      • Decreases enemy's Morale by 1.

    • Pendant of Downfall.
      • Class: Major.
      • Worn on neck.
      • Cost: 7000.
      • Decreases enemy's Morale by 2.
    • Runes of Imminency.
      • Class: Treasure.
      • Worn in ”Other” slot.
      • Cost: 2000.
      • Decrease enemy's Luck by 1.
    • Demon's Horseshoe.
      • Class: Treasure.
      • Worn in ”Other” slot.
      • Cost: 2000.
      • Decreases enemy's Luck by 1.
    • Shaman's Puppet.
      • Class: Minor.
      • Worn in ”Other” slot.
      • Cost: 4000.
      • Decreases enemy's Luck by 2.
    • Ring of Oblivion.
      • Class: Major.
      • Worn on finger.
      • Cost: 7500.
      • When worn, makes all losses in the battle irrevocable: corpses disappear right after unit's death, Ressurection, Animate Dead and Sacriface are banned for use, vampirism only restores health, but does not bring back dead units, undead cannot be raised using necromancy after battle.
    • Cape of Silence.
      • Class: Major.
      • Worn on shoulders.
      • Cost: 7500.
      • Bans all level 1 and 2 spells in battle.

    Do not appear on random maps:
    • Horn of the Abyss.
      • Class: Relic.
      • Worn in ”Other” slot.
      • Cost: 50000.
      • After a stack of living creatures is slain, a stack of Fangarms will rise in their stead and will stay loyal to the hero after the battle concludes. Total Hit Points of this stack will be equal to half of the slain stack's total Hit Points, but quantity of the Fangarms summoned thus should not exceed half of quantity of creatures in the slain stack. Slaying Fangarms will not trigger the Horn effect.

  5. Objects on the map.
    1. New creature banks.
      • Experimental Shop.
        • In 30% of cases.
          Guards: 50 Iron Golems.
          Reward: 1 Giant.
        • In 30% of cases.
          Guards: 100 Iron Golems.
          Reward: 2 Giants.
        • In 30% of cases.
          Guards: 150 Iron Golems.
          Reward: 3 Giants.
        • In 10% of cases.
          Guards: 200 Iron Golems.
          Reward: 4 Giants.
        • For Random Map Generator:
          Terrain: any dry land.
          Value: 3500.
          Density: 80.
      • Wolf Raider Picket.
        • In 30% of cases.
          Guards: 50 Wolf Raiders.
          Reward: 4 Cyclopes.
        • In 30% of cases.
          Guards: 75 Wolf Raiders.
          Reward: 6 Cyclopes.
        • In 30% of cases.
          Guards: 100 Wolf Raiders.
          Reward: 8 Cyclopes.
        • In 10% of cases.
          Guards: 150 Wolf Raiders.
          Reward: 12 Cyclopes.
        • For Random Map Generator:
          Terrain: any dry land.
          Value: 9500.
          Density: 80.
      • Red Tower.
        • In 30% of cases.
          Guards: 35 Fire Elementals, 50% chance of having an upgraded stack.
          Reward: 1 Firebird.
        • In 30% of cases.
          Guards: 70 Fire Elementals, 50% chance of having an upgraded stack.
          Reward: 2 Firebirds.
        • In 30% of cases.
          Guards: 105 Fire Elementals, 50% chance of having an upgraded stack.
          Reward: 3 Firebirds.
        • In 10% of cases.
          Guards: 140 Fire Elementals, 50% chance of having an upgraded stack.
          Reward: 4 Firebirds.
        • For Random Map Generator:
          Limit per zone: 1.
          Terrain: any dry land.
          Value: 4000.
          Density: 20.
      • Black Tower.
        • The alignment of the armies is standard, on the opposite sides of the battlefield.
        • In 30% of cases.
          Guards: 1 Green Dragon.
          Reward: 2000 gold, 1 minor artifact.
        • In 30% of cases.
          Guards: 1 Red Dragon.
          Reward: 2250 gold, 1 minor artifact.
        • In 30% of cases.
          Guards: 1 Gold Dragon.
          Reward: 3500 gold, 1 minor artifact.
        • In 10% of cases.
          Guards: 1 Black Dragon.
          Reward: 3750 gold, 1 minor artifact.
        • For Random Map Generator:
          Terrain: any dry land.
          Value: 1500.
          Density: 100.
      • Churchyard.
        • Guards are divided into 6 groups.
        • In 100% of cases.
          Guards: 120 Walking Deads.
          Reward: 2500 gold, 1 minor artifact.
          Visiting a previously plundered Churchyard inflicts a -1 penalty to Morale.
        • For Random Map Generator:
          Terrain: any dry land.
          Value: 1500.
          Density: 100.
      • Mansion.
        • In 30% of cases.
          Guards: 40 Vampire Lords.
          Reward: 2500 gold, 2 mercury, 2 sulfur, 2 crystals, 2 gems, 1 major artifact.
        • In 30% of cases.
          Guards: 60 Vampire Lords.
          Reward: 5000 gold, 3 mercury, 3 sulfur, 3 crystals, 3 gems, 1 major artifact.
        • In 30% of cases.
          Guards: 80 Vampire Lords.
          Reward: 7500 gold, 4 mercury, 4 sulfur, 4 crystals, 4 gems, 1 major artifact.
        • In 10% of cases.
          Guards: 100 Vampire Lords.
          Reward: 10000 gold, 5 mercury, 5 sulfur, 5 crystals, 5 gems, 1 major artifact.
        • For Random Map Generator:
          Terrain: any dry land.
          Value: 5000.
          Density: 50.

      Do not appear on random maps without water:
      • Beholders' Sanctuary.
        • In 30% of cases.
          Guards: 50 Beholders, 50% chance of having an upgraded stack.
          Reward: 3000 gold, 1 minor artifact.
        • In 30% of cases.
          Guards: 75 Beholders, 50% chance of having an upgraded stack.
          Reward: 5000 gold, 1 minor artifact.
        • In 30% of cases.
          Guards: 100 Beholders, 50% chance of having an upgraded stack.
          Reward: 6000 gold, 1 major artifact.
        • In 10% of cases.
          Guards: 150 Beholders, 50% chance of having an upgraded stack.
          Reward: 9000 gold, 1 major artifact.
        • For Random Map Generator:
          Terrain: water.
          Value: 2500.
          Density: 100.
      • Temple of the Sea.
        • In 30% of cases.
          Guards: 8 Hydras, 6 Sea Serpents, 3 Chaos Hydras, 2 Haspids.
          Reward: 10000 gold, 1 treasure artifact, 1 minor artifact, 1 major artifact.
        • In 30% of cases.
          Guards: 8 Hydras, 7 Sea Serpents, 4 Chaos Hydras, 3 Haspids.
          Reward: 15000 gold, 1 treasure artifact, 2 minor artifacts, 1 major artifact.
        • In 30% of cases.
          Guards: 8 Hydras, 7 Sea Serpents, 5 Chaos Hydras, 4 Haspids.
          Reward: 20000 gold, 1 minor artifact, 2 major artifacts, 1 relic.
        • In 10% of cases.
          Guards: 10 Hydras, 9 Sea Serpents, 6 Chaos Hydras, 5 Haspids.
          Reward: 30000 gold, 2 major artifacts, 2 relic.
        • For Random Map Generator:
          Terrain: water.
          Value: 10000.
          Density: 100.
      • Pirate Cavern (do not appears on random maps).
        • The guards are divided into 4 stacks.
        • In 30% of cases.
          Guards: 20 Pirates, 20 Corsairs, 50% chance of having an upgraded stack (Corsairs into Sea Dogs).
          Reward: 1 Sea Serpent.
        • In 30% of cases.
          Guards: 40 Pirates, 40 Corsairs, 50% chance of having an upgraded stack (Corsairs into Sea Dogs).
          Reward: 2 Sea Serpents.
        • In 30% of cases.
          Guards: 60 Pirates, 60 Corsairs, 50% chance of having an upgraded stack (Corsairs into Sea Dogs).
          Reward: 3 Sea Serpents.
        • In 10% of cases.
          Guards: 80 Pirates, 80 Corsairs, 50% chance of having an upgraded stack (Corsairs into Sea Dogs).
          Reward: 4 Sea Serpents.
      • Ivory Tower (do not appears on random maps).
        • In 30% of cases.
          Guards: 35 Archmages.
          Reward: 3 Enchanters.
        • In 30% of cases.
          Guards: 50 Archmages.
          Reward: 6 Enchanters.
        • In 30% of cases.
          Guards: 65 Archmages.
          Reward: 9 Enchanters.
        • In 10% of cases.
          Guards: 80 Archmages.
          Reward: 12 Enchanters.
      • Spit (do not appears on random maps).
        • Garrison is split in 4 squads dislocated on the sides of the battlefield.
        • In 30% of cases.
          Guards: 20 Basilisks.
          Reward: 3000 gold.
        • In 30% of cases.
          Guards: 30 Basilisks.
          Reward: 4500 gold.
        • In 30% of cases.
          Guards: 40 Basilisks.
          Reward: 6000 gold.
        • In 10% of cases.
          Guards: 60 Basilisks.
          Reward: 9000 gold.
    2. A new type of objects: Warehouse.
      Analogue of Windmills, Water Wheels and the Mystical Gardens. Brings a certain amount of resources upon a visit once a week (10 wood and ore, 6 mercury, sulfur, crystals and gems, 2000 gold).
      • Warehouse of Wood.
        Limit per zone: 1.
        Terrain: any dry land.
        Value: 2250.
        Density: 30.
      • Warehouse of Mercury.
        Limit per zone: 1.
        Terrain: any dry land.
        Value: 2500.
        Density: 25.
      • Warehouse of Ore.
        Limit per zone: 1.
        Terrain: any dry land.
        Value: 2250.
        Density: 30.
      • Warehouse of Sulfur.
        Limit per zone: 1.
        Terrain: any dry land.
        Value: 2500.
        Density: 25.
      • Warehouse of Crystals.
        Limit per zone: 1.
        Terrain: any dry land.
        Value: 2500.
        Density: 25.
      • Warehouse of Gems.
        Limit per zone: 1.
        Terrain: any dry land.
        Value: 2500.
        Density: 25.
      • Warehouse of Gold.
        Limit per zone: 1.
        Terrain: any dry land.
        Value: 6000.
        Density: 15.
    3. Changes to original objects.
      • If a creature has multiple external dwellings, each of the succeeding ones will be generated less frequently.
      • Cartographer Maps cost 10000 instead of the former 1000. Cartographers are not generated on random maps.
      • Keymaster Tents were removed from random generation.
      • Seer Huts cannot require artifacts that are part of a combination artifact.
      • Sanctuary now will not be spawning on randomly generated maps.
      • Trading Post value is increased from 100 to 3000.
      • The value of the Obelisk is reduced from 3500 to 350. Added a restriction of no more than 1 Obelisk in the zone.
      • Only 1 Den of Thieves and only 3 Taverns now allowed per zone.
      • Changes to Spell Scrolls.
        • The value of the scroll level 4 increased from 4000 to 8000. Removed Town Portal and Waterwalk spells.
        • The value of the scroll level 5 increased from 5000 to 10000. Removed Fly and Dimesion Door spells.
        • Added srcoll with Town Portal, Fly, Dimesion Door and (in case of water map) Waterwalk. Value 15000, frequency of occurrence 30, maximum 1 in the zone.
        • Added restrictions on the maximum number of scrolls in the zone.
          • Scroll Level 1: 6.
          • Scroll Level 2: 5.
          • Scroll Level 3: 4.
          • Scroll Level 4: 3.
          • Scroll Level 5: 2.
        • The mechanism of a uniform distribution of spells in the scrolls: Map will always have about the same number of scrolls with all the spells of the same level, and scrolls with the same spells are less likely to be near each other.
      • Elemental Conflux (dwelling on map) gives +1 to the increase in air, water, fire and earth elementals in all towns, not just the air elementals.
      • Following objects from original game are now generated on random maps:
        • Golem Factory. Allows to recruit Stone, Iron, Gold and Diamond Golems. Value around 4500, density 40, generated both in Neutral zones and in Tower zones.
        • Elemental Conflux. Allows to recruit Air, Water, Fire and Earth Elementals. Value around 6000, density 13 (proportionally lowers the density of all elemental dwellings).
        • Freelancer's Guild. Allows to trade units for resources. Value 100, density 50, all dry land terrains, limit of 1 per zone.
      • The Crypt, Derelict Ship and Shipwreck shows the approximate number of foes after the visit. When you visit any of these objects, morale is reduced immediately if it was previously looted, without a window.
      • Value of Estate (Vampires outer dwell) multiplied by 3 (from around 3000 to around 9000).
      • Value of Hovel (Peasant outer dwell) multiplied by 3, so they will not appear more often than another level 1 Dwellings.
      • The image of every town depends on its Fort level (no Fort – Fort – Citadel – Castle – Castle+Capitol)
    4. New Hill Fort.
      Allows you to upgrade present creatures of only 1-5 levels.
      Terrain: any dry land.
      Value: 7000.
      Frequency of occurrence: 20.
    5. Shrine of Magic Mystery.
      Allows you to learn a level 4 spell.
      Limit per zone: 1.
      Terrain: any dry land.
      Value: 7000.
      Frequency of occurrence: 100.
    6. Cannon Yard.
      Allows to buy a cannon for 5000 gold.
      Limit per zone: 1 (together with the War Machine Factory).
      Terrain: any dry land.
      Value: 3000.
      Frequency of occurrence: 25.
    7. Temple of Loyalty.
      A visiting hero will have all Morale penalties for having creatures of varied alignment in his army removed until the next turn.
      Limit per zone: 1
      Terrain: any dry land.
      Value: 100
      Frequency of occurence: 20
    8. Skeleton Transformer.
      A visiting hero will be allowed to turn any creatures into Skeletons.
      Limit per zone: 1
      Terrain: subterranean.
      Value: 500
      Frequency of occurence: 20
    9. Ancient Lamp.
      Allows you to recruit 4-7 Master Genie once.
      Limit per zone: 1.
      Terrain: any dry land.
      Value: 5000.
      Frequency of occurrence: 2.
    10. Colosseum of the Magi.
      Player's choice to add +2 to the visiting hero's Spell Power or Knowledge (once per hero).
      Limit per map: 32.
      Terrain: any dry land.
      Value: 3000.
      Frequency of occurrence: 50.
    11. Watering Place.
      Allows hero to lose all current movement and get +1000 Movement next day.
      Limit per zone: 1.
      Terrain: rough.
      Value: 500.
      Frequency of occurrence: 50.
    12. Town Gate.
      Allows visiting hero to teleport to any allied town. This does not cost any additional movement points.
      Limit per zone: 1.
      Terrain: any dry land.
      Value: 10000.
      Frequency of occurrence: 20.
    13. Added 12 new Two Way Monoliths. There are now total of 20 Two Way Monoliths. Therefore, generation of One Way Monoliths is almost excluded (for all generations where there was not more than 4 of Monoliths with 4 copies).

    Do not appear on random maps without water:
    • Sea Barrel.
      20% chance of getting nothing. 80% chance of getting 3-6 Mercury, Sulfur, Crystal, or Gems once.
      Terrain: water.
      Value: 500.
      Frequency of occurrence: 400.
    • Jetsam.
      25% chance of getting nothing. 75% chance of getting 5 Ore, 5 Ore and 200 Gold, or 10 Ore and 500 Gold once (equiprobably).
      Terrain: water.
      Value: 500.
      Frequency of occurrence: 600.
    • Vial of Mana.
      Grants 30, 40, 50 or 60 spell points. If resulting amount of mana points is to exceed normal cap for the hero, only half the extra points will be granted.
      Terrain: water.
      Value: 3000.
      Frequency of occurrence: 50.
    • Seafaring Academy.
      Allows to pay 2000 Gold for studying or improving Secondary Skill of three taught. Navigation is always one of these three.
      Limit per zone: 1.
      Terrain: water.
      Value: 8000.
      Frequency of occurrence: 20.
    • Altar of Mana.
      Heroes may sacrifice creatures for spell points, up to 4x the normal cap. Each sacrificed creature gives (AI Value)/80 mana points.
      Limit per zone: 1.
      Terrain: water.
      Value: 100.
      Frequency of occurrence: 20.
    • Observatory.
      Gives each visiting hero +2 scouting radius until the end of the week.
      Limit per zone: 1.
      Terrain: water.
      Value: 500.
      Frequency of occurrence: 20.


  6. Map editor supports all additions.


  7. Innovations to interface.
    1. In-battle interface.
      • The choice of battle speed is widened up to 5 options.
      • Fixed interface for selecting spell target.
      • Cast activation button changed for Fairy Dragons from F to G.
      • Information about current spell duration is added into view creature window and creature mouse-over statistics.
      • Information about possible number of killed creatures added to possible damage.
    2. New hero route.
      Added a new route color (dark-red) that shows where the player would not arrive even with full movement pool (Meaning that if the hero ends the move on the cell of his current position, he will be able to reach any cell that has a green or light-red arrow above it. He will not be able to reach cells with dark-red arrows above them).
    3. When visiting creature banks, information about the guards was added, if it can be seen by clicking the right mouse or via dragging the mouse over the information window.
    4. Added display of creatures available for hire in the window by clicking the right mouse button, the hint by pointing mouse and an external window when visiting the dwelling, owned by yourself or an ally.
    5. Added dynamically calculated effect summary in many spell descriptions.
      • Visions show their effect radius.
      • Fire Wall and Land Mine show their damage.
      • Cure shows the amount of healed points.
      • Resurrection and Animate Dead now shows the maximum amount of restored hitpoints.
      • Sacrifice shows how much extra HP will be added for every sacrificed creature.
      • Hypnotize shows the maximum health of the controlled stack.
      • Summon Air/Water/Earth/Fire Elemental shows the amount of summoned elementals.
    6. The chat font is changed to bigfont.fnt.
    7. Added numeric descriptions of armies' approximate size.
    8. Added the hero exchange button on a city screen.
    9. Added the option to disable background sounds in the adventure map (System Options Menu): the sounds of a new day, week and month, the sound of the battle, the background sounds and the sounds of site visits.
    10. Added support of new map sizes: H (180x180), XH (216x216), G (252x252).


  8. SoD bug fixing (version 3.2).
    1. Fixes already introduced in HD/HD+ (but working independently in HotA).
      • Naga Bank gives gems instead of sulfur as a reward (as it was originally planned by NWC).
      • Fixed incorrect spell probabilities of Fairy Dragon.[/b]
        The incorrect chances were following:
        • Ice Bolt: 16/153
        • Lightning Bolt: 17/153
        • Fireball: 21/153
        • Magic Arrow: 15/153
        • Ice Ring: 20/153
        • Chain Lightning: 19/153
        • Meteor Shower: 23/153
        • Inferno: 22/153

        Now the Fairy Dragon uses these chances:
        • Ice Bolt: 22%
        • Lightning Bolt: 22%
        • Fireball: 21%
        • Magic Arrow: 10%
        • Ice Ring: 10%
        • Chain Lightning: 5%
        • Meteor Shower: 5%
        • Inferno: 5%
      • Fixed bug of starting with hero above 1st level
      • Fixed various quick combat bugs
      • Fixed bug of selling artifacts by higher prices.
      • Fixed some ”not me” bugs.
        • Fixed the object reading tips for another player.
        • Fixed the ”next hero” button during the enemy turn.
        • Fixed the ability to view the enemy city and a related crash.
        • Fixed viewing window built on behalf of another player.
        • Fixed a miscalculation bug that allowed to buy a maximum unit count according to another player's resources.
      • Fixed some bugs of army slit dialogue. Including the possibility to leave a hero without army
      • Fixed the false appearing of Pikemen in the Refugee Camp.
      • Fixed creature bugs while under the ”Berserk” spell.
        • The shooting squad shoots at the closest hex of the closest squad possible (if there are several equidistant squads, one is chosen randomly).
        • In melee combat, a squad always chooses the closest enemy and hex that is easiest to reach. If there are several equidistant squads, one is chosen randomly. The squad does not pass a turn if it is possible to reach the target.
      • Changed the list of possible factions to set the one for dwellings, Pandora's boxes and Seer's huts for the zone without town, depending on the type of area.
        • How it was.
          Every mention of fractions has 25 % chance have the territory in the area to be its type.
          • Dirt: Castle, Rampart, Necropolis, neutrals
          • Sand: Stronhold, neutrals, Castle, Castle.
          • Grass: Castle, Rampart, neutral, Castle.
          • Snow: Tower, neutral, Castle, Castle.
          • Swamp: Fortress, Necropolis, neutrals, Castle.
          • Rough: Stronghold, Conflux, neutral, Castle.
          • Subterrain: Inferno, Necropolis, Dungeon, neutral.
          • Lava: Inferno, neutral, Castle, Castle.
        • How it is now.
          25% chance that neutrals will be picked for any terrain, otherwise fraction is randomly selected from the list corresponding to the type area with equal chances.
          • Dirt: Castle, Rampart, Necropolis.
          • Sand: Stronghold, Cove.
          • Grass: Castle, Rampart, Conflux.
          • Snow: Tower.
          • Swamp: Fortress, Necropolis, Cove.
          • Rough: Stronghold, Conflux.
          • Dungeon: Inferno, Necropolis, Dungeon.
          • Lava: Inferno.
    2. Zone size now matches the settings defined by template more accurately.
    3. RMG object guard tilting bug fixed. It's now impossible to trigger said objects without alerting the guard.
    4. When flying over a guarded tile when said tile is the final destination of the flight, the combat will now not be triggered before the tile in question is in fact reached. Thus, incorrect positioning of a hero performing the flight is fixed
    5. Fixed limited ammo incorrect behavior.
      • War Machines cannot shoot with a zero or negative ammunition. If the war machine cannot shoot it skips a turn in the same manner as First Aid Tent when it has nobody to heal. Arrow Towers have unlimited ammo.
      • Added a shot cost for shooting at the wall.
      • Fixed a bug with double shooting with a single remaining shot.
    6. Fixed the ”neutrals carrying” bug.
      Now if there are neutrals in the army, even if in first slots, the hero cannot ignore the terrain penalty due to the fact that this terrain is home terrain for some creature. The hero moves across any terrain without penalty if it he has no creatures.
    7. Fixed an incorrect calculation of bonus damage for Arrow Towers.
      Now the additional damage of Towers is correctly calculated with all the modifiers.
    8. Fixed incorrect intervals between offers to take Wisdom and Air/Water/Fire/Earth Magic for Elementalist.
      Earlier Elementalist was offered Wisdom no later than 6 levels after the previous offer, and the all types of Magic were offered every 4 as for all Might heroes. Now Wisdom and all types of Magic are offered no later than level 3, as for all Magic Heroes.
    9. Fixed a bug when battle machines were included in the cost of buyout.
    10. Fixed a bug when buying a hero out, improving the Scouting skill, or using an artifact regarding the view radius. Previously, the view radius was updating after the move.
    11. Fixed an AI bug in Tactics phase that moved a two-hex creature 1 hex closer to the enemy than the skill permitted.
    12. Badge of Courage no more gives mind spell immunity.
    13. Fixed a bug with Harpy return after the Dendroid attack.
    14. Fixed a bug with Forgetfulness being mass effective already at an advanced water magic.
    15. Fixed a bug when summoned and sacrificed creatures could be raised using necromancy. It also worked on raised demons (not counting the original demon creature).
    16. Starting skills: Uland's Wisdom and Deemer's Scouting - downgraded from Adv. to Basic (each of them has 2 starting skills).
    17. University does not offer necromancy anymore.
    18. Removed the possibility for a road to go through a bugged way or to be blocked by a Prison on random map. Cities within a single zone are always connected with a road net within that zone if its main town has fort.
    19. Fixed an incorrect the multi-path connections (too many paths were generated).
    20. Fixed a bug where the RMG would create a portion of a zone as a narrow plot of land hugging the map edge.
    21. Fixed a bug where the RMG would create faulty zone transfers after creating objects along the zone borders (except towns).
    22. The damage for spell shown in the spell description now accounts for the hero specialization if the damage is not dependant on the target parameters (as for Luna and Ciele).
    23. When Artillery skill guarantees increased Ballista and Cannon damage, it will now be displayed when checking potential damage.
    24. Fixed a bug when a player could once again visit the Sirens after a combat.
    25. Fixed a bug where a player could abuse the Admiral's Hat for endless movement points. Absence of recalculation of movement points after hero fled in naval battle is also fixed.

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An extended list of added features in HotA (for version 1.3.8).
This list contains full description of HotA additions.
Main description of noticeable additions concerning gameplay is in the previous post of this topic.


  • A new type of a faction and town (Cove, system number 9) with all the necessary elements.
    Rule of avaliability for player on RoE/AB/SoD map: if all towns (or all towns except Conflux) are available, Cove is also available; otherwise, Cove is unavailable. On HotA maps Cove availability for player can be set in map properties, Cove is available by default.
    • Alignment: neutral.
    • Native land (terrain).
      Cove's native terrain is swamp. After the construction of the Lodestar, Cove creatures move on any land without penalty. In addition, they gain +1 to attack, defense and speed, see and ignore the mines and see the quicksand, but the siege of Cove still occurs in swamp.
      • 1 level, downgrade.
        Nymph.
        Building: Nymph Waterfall.
      • 1 level, upgraded.
        Oceanid.
        Building: upgraded Nymph Waterfall.
      • 2 level, downgrade.
        Crew Mate.
        Building: Shack.
      • 2 level, upgraded.
        Seaman.
        Building: upgraded Shack.
      • 3 level, downgrade.
        Pirate.
        Building: Frigate.
      • 3 level, upgraded.
        Corsair.
        Building: upgraded Frigate.
      • 3 level, additional upgrade
        Sea Dog.
        Building: upgraded Frigate + Gunpowder Warehouse.
      • 4 level, downgrade.
        Stormbird.
        Building: Nest.
      • 4 level, upgraded.
        Ayssid.
        Building: upgraded Nest.
      • 5 level, downgrade.
        Sea Witch.
        Building: Tower of the Seas.
      • 5 level, upgraded.
        Sorceress.
        Building: upgraded Tower of the Seas.
      • 6 level, downgrade.
        Nix.
        Building: Nix Fort.
      • 6 level, upgraded.
        Nix Warrior.
        Building: upgraded Nix Fort.
      • 7 level, downgrade.
        Sea Serpent.
        Building: Maelstrom.
      • 7 level, upgraded.
        Haspid.
        Building: upgraded Maelstrom.

    • Hero Classes.
      • Might Hero: Captain.
      • Magic Hero: Navigator.

    • Heroes.
      • Captains.
        • Corkes.
        • Jeremy.
        • Illor.
        • Derek (Elmor is available on random maps with water instead of Derek).
        • Leena.
        • Anabel.
        • Cassiopeia.
        • Miriam.

      • Navigators.
        • Casmetra.
        • Eovacius.
        • Spint.
        • Andal.
        • Manfred.
        • Zilare.
        • Astra.
        • Dargem.

      • Campaign Heroes.
        • Bidley (Captain).
        • Tark (Captain).

    • Buildings.
        • Village Hall (10).
          Cost: None.
          Initially built in every town.
          Requirements: None.
          Makes the construction of buildings possible, brings 500 gold per day.
        • Town Hall (11).
          Cost: 2500 gold.
          Upgrade of the Village Hall.
          Requirements: Tavern.
          Makes the construction of buildings possible, brings 1000 gold per day.
        • City Hall (12).
          Cost: 5000 gold.
          Upgrade of the Town Hall.
          Requirements: Tavern, Blacksmith, Marketplace, Mage Guild Level 1.
          Makes the construction of buildings possible, brings 2000 gold per day.
        • Capitol (13).
          Cost: 10,000.
          Upgrade of the City Hall. One player cannot build more than one Capitol. If the city with the capitol is captured, capitol downgrades to City Hall in that city.
          Requirements: Tavern, Blacksmith, Marketplace, Mage Guild Level 1, Castle.
          Makes the construction of buildings possible, brings 4000 gold per day.
        • Fort (7).
          Cost 5000 gold, 20 wood, 20 ore.
          Can be built by default.
          Requirements: None.
          Allows you to view a general list of creatures available for hiring, provides city with walls during the siege.
        • Citadel (8).
          Cost: 2500 gold, 5 ore.
          Upgrade of the Fort.
          Requirements: None.
          Allows you to view a general list of creatures available for hiring, provides city with walls, moat and a central tower during the siege. Multiplies the creatures' gain by 1.5 (rounded down).
        • Castle (9).
          Cost 5000 gold, 10 wood, 10 ore.
          Upgrade of the Citadel.
          Requirements: None.
          Allows you to view a general list of creatures available for hiring, provides city with walls, the moat, the central and side Shooting Towers during the siege. Multiplies the creatures' gain by 2.
        • Tavern (5).
          Cost: 500 gold, 5 wood.
          Built by default, if the city was originally owned by the player.
          Requirements: None.
          Allows the city to hire heroes, hear rumors and gather information in the Thief' Guild, opens an additional level of information Thief's Guild towns and garrisons information on enemy towns.
        • Blacksmith (16).
          Cost: 1000 gold, 5 wood.
          Requirements: None.
          Allows the guest hero to buy a war machine (cannon) for 5000 gold.
        • Marketplace (14).
          Cost: 500 gold, 5 wood.
          Requirements: None.
          Allows you to trade one resource for another, send resources to other players, and improves prices in Marketplaces of other towns by 1 level.
        • Resource Silo (15).
          Cost: 5000 gold, 5 ore.
          Requirements: Marketplace.
          Brings 1 sulfur per day.
        • Mage Guild Level 1 (0).
          Price: 2000 gold, 5 wood, 5 ore.
          Requirements: None.
          Allows you to buy the Spell Book for a hero for 500 gold and offers the study of 5 spells of Level 1.
        • Mage Guild Level 2 (1).
          Cost: 1000 gold, 5 wood, 5 ore, mercury 4, 4 gems, crystal, 4, 4 sulfur.
          Upgrade of the Mage Guild Level 1.
          Requirements: None.
          Allows you to buy the Spell Book for a hero for 500 gold and offers the study of 5 spells of Level 1 and 4 spells of Level 2.
        • Mage Guild level 3 (2).
          Cost: 1000 gold, 5 wood, 5 ore, 6 mercury, 6 gems, crystals, 6, 6 sulfur.
          Upgrade of the Mage Guild Level 2.
          Requirements: None.
          Allows you to buy the Spell Book for a hero for 500 gold and offers the study of 5 spells of Level 1, 4 spells of Level 2 and 3 spells of Level 3.
        • Mage Guild level 4 (3).
          Cost: 1000 gold, 5 wood, 5 ore, mercury 8, 8 precious stones, crystals, 8, 8 sulfur.
          Upgrade of the Mage Guild level 3.
          Requirements: None.
          Allows you to buy the Spell Book for a hero for 500 gold and offers the study of 5 spells of Level 1, 4 spells of Level 2, 3 spells of Level 3 and 2 spells of Level 4.

      • Special structures.
        • Shipyard (6).
          Cost: 2000 gold, 20 wood.
          Can only be built in the city that is located next to water.
          Requirements: None.
          Allows you to buy a boat for 1000 gold and 10 wood, next to the city if there is an unoccupied slot.
        • Pub (18, upgraded: 19).
          Cost: 1000 gold.
          Horde of Level 2 creatures (Crew Mates, Seamen).
          Requirements: Fort, Nymph Waterfall, Shack.
          Increases the gain of the Crew Mates and Seamen by 6.
        • Roost (24, upgraded: 25).
          Cost: 1000 gold.
          Horde of level 4 creatures (Stormbirds, Ayssids).
          Requirements: Fort, Nymph Waterfall, Shack, Nest.
          Increases the gain of the Stormbird and Ayssid by 3.
        • Thief's Guild (22).
          Cost: 500 gold, 5 wood.
          Requirements: Tavern.
          Opens 2 additional levels of information in Thief's Guild, provides towns and garrisons information on enemy towns.
        • Grotto (23).
          Cost: 7500 gold, 15 wood, 15 ore.
          Requirements: Marketplace.
          Allows the guest hero to sacrifice creatures or artifacts, gaining experience. Works like Altar of Sacrifice (map object).

      • Creature Dwellings.
        • Nymph Waterfall (30).
          Cost: 300 gold, 5 wood, 5 ore.
          Creature dwelling Level 1 (Nymphs). Built in a neutral city or town with a fort by default.
          Requirements: Fort.
          Allows you to recruit Nymphs.
        • Upg. Nymph Waterfall (37).
          Cost: 1000 gold.
          Nymph Waterfall Upgrade. Residence of upgraded level 1 creatures (oceanids).
          Requirements: Fort.
          Allows you to recruit Nymphs and Oceanids, upgrade Nymphs into Oceanids.
        • Shack (31).
          Cost: 1000 gold, 10 wood.
          Creature dwelling Level 2 (Crew Mates). Built in a neutral city or town with a fort by default.
          Requirements: Fort, Nymph Waterfall.
          Allows you to recruit Crew Mates.
        • Upg. Shack (38).
          Cost: 1000 gold, 5 wood.
          Shack Upgrade. Residence of upgraded level 2 creatures (Seamen).
          Requirements: Fort, Nymph Waterfall.
          Allows you to recruit Crew Mates and Seamen, upgrade Crew Mates into Seamen.
        • Frigate (32).
          Cost: 1000 gold, 10 wood.
          Creature dwelling Level 3 (Pirates).
          Requirements: Fort, Blacksmith, Nymph Waterfall, Shack.
          Allows you to recruit Pirates.
        • Upg. Frigate (39).
          Cost: 1500 Gold, 5 wood.
          Upgraded Frigate. Residence of upgraded level 3 creatures (Corsair).
          Requirements: Fort, Blacksmith, Nymph Waterfall, Shack.
          Allows you to recruit Pirates and Corsairs, upgrade Pirates into Corsairs.
        • Gunpowder Warehouse (21).
          Cost: 2500 gold, 10 wood, 5 ore, 2 mercury, 2 gems, 2 crystals, 2 sulfur.
          Upgrades the Upg. Frigate. Dwelling of additional upgrade of the creatures Level 3 (Sea Dogs).
          Requirements: Fort, Blacksmith, Nymph Waterfall, Shack.
          Allows you to recruit Pirates, Corsairs and Sea Dogs, upgrade the Pirates and Corsairs into Sea Dogs.
        • Nest (33).
          Cost: 2000 gold, 5 ore, 2 gems, 2 crystals.
          Creature dwelling level 4 (Stormbirds).
          Requirements: Fort, Nymph Waterfall, Shack.
          Allows you to recruit Stormbirds.
        • Upg. Nest (40).
          Cost: 1500 gold, 2 gems, 2 crystals.
          Improving Nest. Residence of upgraded level 4 creatures (Ayssid).
          Requirements: Fort, Nymph Waterfall, Shack.
          Allows you to recruit Stormbirds and Ayssids, upgrade Stormbirds into Ayssids.
        • Tower of the Seas (34).
          Price: 3000 gold, 5 wood, 5 ore, 5 crystals.
          Creature dwelling Level 5 (Sea Witch).
          Requirements: Fort, Mage Guild Level 1, Nymph Waterfall, Shack
          Allows you to recruit Sea Witches.
        • Upg. Tower of the Seas (41).
          Price: 2000 gold, 5 crystals.
          Upgrade to the Tower of the Seas. Residence of upgraded level 5 creatures (Sorceress).
          Requirements: Fort, the Mage Guild level 2, Nymph Waterfall, Shack.
          Allows you to recruit Sea Witches and the Sorceresses, upgrade Sea Witches into Sorceresses.
        • Nix Fort (35).
          Cost 4000 gold 5 wood, 10 ore.
          Creature dwelling to level 6 (Nix).
          Requirements: Fort, Nymph Waterfall, Shack, Nest.
          Allows you to recruit Nix.
        • Upg. Nix Fort (42).
          Price: 3000 gold, 5 wood, 5 ore, 5 sulfur.
          Upgrade to the Nix Fort. Residence of upgraded level 6 creatures (Nix Warriors).
          Requirements: Fort, Nymph Waterfall, Shack, Nest.
          Allows you to recruit Nix and Nix Warriors, upgrade Nix into Nix Warriors.
        • Maelstrom (36).
          Cost: 15000 gold, 15 wood, 15 ore, 10 sulfur.
          Creature dwelling Level 7 (Sea Serpents).
          Requirements: Fort, Mage Guild Level 1, Nymph Waterfall, Shack, Nest, Tower of the Seas, Nix Fort.
          Allows you to recruit Sea Serpents.
        • Upg. Maelstrom (43).
          Cost: 15000 gold, 15 wood, 15 ore, 20 sulfur.
          Upgrade to the Maelstrom. Residence of upgraded level 7 creatures (Haspids).
          Requirements: Fort, Mage Guild level 2, Nymph Waterfall, Shack, Nest, Tower of the Seas, Nix Fort.
          Allows you to recruit Sea Serpents and Haspids, upgrade Sea Serpents into Haspids.

      • Grail structure.
        Lodestar (26).
        Is built for free if the hero possesses the Grail. Grail disappears after construction.
        Brings 5000 gold per day, multiplies the growth of creatures by 1.5 per week (rounded down). Makes any terrain native to Cove (Movement without penalty, +1 to attack, defense and speed, see and ignore mines and see quicksand). Cove's siege remains on swamp.

      Building tree:

    • Cove has its own Puzzle Map.
    • Cove music theme (CoveTown.mp3).
    • Cove boat (subtype 3).
    • A chance of rolling a spell in each slot of the Mage Guild.
      • Level 1.
        • Summon Boat: 5%.
        • View Earth: 3%.
        • View Air: 3%.
        • Magic Arrow: 30%.
        • Shield: 3%.
        • Protection from Fire: 3%.
        • Protection from Water: 3%.
        • Dispel: 10%.
        • Cure: 5%.
        • Bless: 10%.
        • Curse: 0%.
        • Bloodlust: 5%.
        • Stone Skin: 5%.
        • Haste: 10%.
        • Slow: 5%.

      • Level 2.
        • Scuttle Boat: 8%.
        • Visions: 2%.
        • Disguise: 2%.
        • Quicksand: 4%.
        • Fire Wall: 4%.
        • Ice Bolt: 50%.
        • Lightning Bolt: 4%.
        • Death Ripple: 0%.
        • Precision: 4%.
        • Weakness: 8%.
        • Disrupting Ray: 6%.
        • Fortune: 4%.
        • Blind: 0%.
        • Remove Obstacle: 4%.

      • Level 3.
        • Land Mine: 4%.
        • Force Field: 4%.
        • Earthquake: 8%.
        • Frost Ring: 30%.
        • Fire Ball: 2%.
        • Destroy Undead: 0%.
        • Air Shield: 2%.
        • Protection from Air: 2%.
        • Protection from Earth: 4%.
        • Anti Magic: 10%.
        • Animate Dead: 0%.
        • Mirth: 8%.
        • Misfortune: 4%.
        • Hypnotize: 4%.
        • Forgetfulness: 8%.
        • Teleport: 10%.

      • Level 4.
        • Water Walk: 10%.
        • Town Portal: 10%.
        • Chain Lightning: 10%.
        • Inferno: 5%.
        • Meteor Shower: 10%.
        • Armageddon: 0%.
        • Fire Shield: 5%.
        • Resurrection: 5%.
        • Prayer: 10%.
        • Sorrow: 5%.
        • Slayer: 5%.
        • Frenzy: 5%.
        • Counterstrike: 5%.
        • Berserk: 5%.
        • Clone: 10%.

      • Level 5 spells are unavailable in Cove.


  • Creatures.
    • New creatures.
      • Nymph (153).
        • Town type: Cove.
        • Level: 1.
        • Upgrade: Oceanids.
        • Attack: 5.
        • Defense: 2.
        • Damage: 1-2.
        • Health: 4.
        • Speed: 6.
        • Shots: 0.
        • Cost: 35 gold.
        • Population growth: 16.
        • Amount on map: 20-50.
        • AI Value: 57
        • Fight Value: 52
        • Features.
          • Takes 1 hex.
          • A living being.
          • Teleportation.

        • Abilities.
          • Immune to ice (Ice Bolt, Frost Ring).

      • Oceanids (154).
        • Town type: Cove.
        • Level: 1.
        • Upgrade: None.
        • Attack: 6.
        • Defense: 2.
        • Damage: 1-3.
        • Health: 4.
        • Speed: 8.
        • Shots: 0.
        • Cost: 45 gold.
        • Population growth: 16.
        • Amount on map: 20-30.
        • AI Value: 75.
        • Fight Value: 60.
        • Features.
          • Takes 1 hex.
          • A living being.
          • Teleportation.

        • Abilities.
          • Immune to ice (Ice Bolt, Frost Ring).

      • Crew Mate (155).
        • Town type: Cove.
        • Level 2.
        • Upgrade: Seaman.
        • Attack: 7.
        • Defense: 4.
        • Damage: 2-4.
        • Health: 15.
        • Speed: 5.
        • Shots: 0.
        • Cost: 110 gold.
        • Population growth (+ Horde): 9 (+6).
        • Amount on map: 16-30.
        • AI Value: 155.
        • Fight Value: 155.
        • Features.
          • Takes 1 hex.
          • A living being.

        • Abilities.
          None.

      • Seaman (156).
        • Town type: Cove.
        • Level 2.
        • Upgrade: None.
        • Attack: 8.
        • Defense: 6.
        • Damage: 3-4.
        • Health: 15.
        • Speed: 6.
        • Shots: 0.
        • Cost: 140 gold.
        • Population growth (+ Horde): 9 (+6).
        • Amount on map: 16-25.
        • AI Value: 174.
        • Fight Value: 174.
        • Features.
          • Takes 1 hex.
          • A living being.

        • Abilities.
          None.

      • Pirate (157).
        • Town type: Cove.
        • Level 3.
        • Upgrade: Corsair.
        • Attack: 8.
        • Defense: 6.
        • Damage: 3-7.
        • Health: 15.
        • Speed: 7.
        • Shots: 4.
        • Cost: 225 gold.
        • Population growth: 7.
        • Amount on map: 12-25.
        • AI Value: 312.
        • Fight Value: 208.
        • Features.
          • Takes 1 hex.
          • A living being.
          • Shooter.

        • Abilities.
          • No melee penalty.

      • Corsair (158).
        • Town type: Cove.
        • Level 3.
        • Upgrade: Sea Dog.
        • Attack: 10.
        • Defense: 8.
        • Damage: 3-7.
        • Health: 15.
        • Speed: 7.
        • Shots: 4.
        • Cost: 250 gold.
        • Population growth: 7.
        • Amount on map: 12-20.
        • AI Value: 407.
        • Fight Value: 311.
        • Features.
          • Takes 1 hex.
          • A living being.
          • Shooter.

        • Abilities.
          • No melee penalty.
          • No enemy retaliation.

      • Sea Dog (151).
        • Town type: Cove.
        • Level 3.
        • Upgrade: None.
        • Attack: 12.
        • Defense: 11.
        • Damage: 3-7.
        • Health: 15.
        • Speed: 7.
        • Shots: 10.
        • Cost: 300 gold.
        • Population growth: 7.
        • Amount on map: 12-18.
        • AI Value: 564.
        • Fight Value: 376.
        • Features.
          • Takes 1 hex.
          • A living being.
          • Shooter.

        • Abilities.
          • No melee penalty.
          • No enemy retaliation.
          • Accurate shot.
            The ability is triggered after a shot: each creature in an attacking stack has a X% chance of killing a creature in the attacked squad, but the total number of killed creatures cannot be more than (number of creatures in an attacking squad)*X/100 (rounded up). X = 3 multiplier for shooting without penalty and X = 2 if shooting with penalty. Ability doesn't work if shooting at creatures behind walls.

      • Stormbird (159).
        • Town type: Cove.
        • Level 4.
        • Upgrade: Ayssid.
        • Attack: 10.
        • Defense: 8.
        • Damage: 6-9.
        • Health: 30.
        • Speed: 9.
        • Shots: 0.
        • Cost: 275 gold.
        • Population growth (+ Horde): 4 (+3).
        • Amount on map: 10-20.
        • AI Value: 502.
        • Fight Value: 386.
        • Features.
          • Takes 2 hexes.
          • A living being.
          • Flight.

        • Abilities.
          None.

      • Ayssid (160).
        • Town type: Cove.
        • Level 4.
        • Upgrade: None.
        • Attack: 11.
        • Defense: 8.
        • Damage: 6-10.
        • Health: 30.
        • Speed: 11.
        • Shots: 0.
        • Cost: 325 gold.
        • Population growth (+ Horde): 4 (+3).
        • Amount on map: 10-16.
        • AI Value: 645.
        • Fight Value: 478.
        • Features.
          • Takes 2 hexes.
          • A living being.
          • Flight.

        • Abilities.
          • Ferocity.
            If at least one creature was killed by the attack, a second blow is inflicted.

      • Sea Witch (161).
        • Town type: Cove.
        • Level 5.
        • Upgrade: Sorceress.
        • Attack: 12.
        • Defense: 7.
        • Damage: 10-14.
        • Health: 35.
        • Speed: 7.
        • Shots: 12.
        • Cost: 515 gold.
        • Population growth: 3.
        • Amount on map: 8-16.
        • AI Value: 790.
        • Fight Value: 608.
        • Features.
          • Takes 1 hex.
          • A living being.
          • Shooter.

        • Abilities.
          • Casts after a shot (Basic level).
            Casts Weakness for 3 rounds on an attacked stack. If Weakness is already applied, casts Disrupting Ray (Basic level).

      • Sorceress (162).
        • Town type: Cove.
        • Level 5.
        • Upgrade: None.
        • Attack: 12.
        • Defense: 9.
        • Damage: 10-16.
        • Health: 35.
        • Speed: 8.
        • Shots: 12.
        • Cost: 565 gold.
        • Population growth: 3.
        • Amount on map: 8-12.
        • AI Value: 852.
        • Fight Value: 655.
        • Features.
          • Takes 1 hex.
          • A living being.
          • Shooter.

        • Abilities.
          • Casts after the shot (Advanced level).
            Casts Weakness for 3 rounds on an attacked stack. If Weakness is already applied, casts Disrupting Ray (Advanced level).

      • Nix (163).
        • Town type: Cove.
        • Level 6.
        • Upgrade: Nix Warrior.
        • Attack: 13.
        • Defense: 16.
        • Damage: 18-22.
        • Health: 80.
        • Speed: 6.
        • Shots: 0.
        • Cost: 1000 gold.
        • Population growth: 2.
        • Amount on map: 5-12.
        • AI Value: 1415.
        • Fight Value: 1415.
        • Features.
          • Takes 1 hex.
          • A living being.

        • Abilities.
          • Ignores 30% of enemy attack value.
            30% of the Attack parameter is ignored when a creature attacks Nix.

      • Nix Warrior (164).
        • Town type: Cove.
        • Level 6.
        • Upgrade: None.
        • Attack: 15.
        • Defense: 20.
        • Damage: 18-22.
        • Health: 90.
        • Speed: 7.
        • Shots: 0.
        • Cost: 1300 gold.
        • Population growth: 2.
        • Amount on map: 5-10.
        • AI Value: 2233.
        • Fight Value: 1861.
        • Features.
          • Takes 1 hex.
          • A living being.

        • Abilities.
          • Ignores 60% of enemy attack value.
            60% of the Attack parameter is ignored when a creature attacks Nix.

      • Sea Serpent (165).
        • Town type: Cove.
        • Level 7.
        • Upgrade: Haspid.
        • Attack: 22.
        • Defense: 16.
        • Damage: 30-55.
        • Health: 180.
        • Speed: 9.
        • Shots: 0.
        • Cost: 2300 gold + 1 sulfur.
        • Population growth: 1.
        • Amount on map: 4-10.
        • AI Value: 3953.
        • Fight Value: 3162.
        • Features.
          • Takes 2 hexes.
          • A living being.
          • Stacks with "Slayer" (any level) on them have increased attack against Sea Serpent.
          • Turns into a Bone Dragon with Skeleton Transformer.

        • Abilities.
          • Poisonous.
            Has a 30% chance to poison enemy after the attack. Decrements 10% of Max Health instantly and at the begining of every round. Lasts for 3 rounds. Cannot exceed 50% of total decremented Health.

      • Haspid (166).
        • Town type: Cove.
        • Level 7.
        • Upgrade: None.
        • Attack: 29.
        • Defense: 20.
        • Damage: 30-55.
        • Health: 300.
        • Speed: 12.
        • Shots: 0.
        • Cost: 4000 gold + 2 sulfur.
        • Population growth: 1.
        • Amount on map: 3-8.
        • AI Value: 7220.
        • Fight Value: 5554.
        • Features.
          • Takes 2 hexes.
          • A living being.
          • Stacks with "Slayer" (any level) on them have increased attack against Haspid.
          • Turns into a Bone Dragon with Skeleton Transformer.

        • Abilities.
          • Poisonous.
            Has a 30% chance to poison enemy after the attack. Decrements 10% of Max Health instantly and at the begining of every round. Lasts for 3 rounds. Cannot exceed 50% of total decremented Health.
          • Revenge.
            Has an increase to the Damage parameter before the attack by the following formula: (((Number of Haspid at the beginning of the battle + 1) * (1 Haspid Health) / (total Health now + 1 Haspid Health) - 1) ^ 0.5) * 100 %.
      • Satyr (167).
        • Town type: None.
        • Level 4.
        • Upgrade: None.
        • Attack: 10.
        • Defense: 11.
        • Damage: 6-10.
        • Health: 35.
        • Speed: 7.
        • Shots: 0.
        • Cost: 300 gold.
        • Population growth: 4.
        • Amount on map: 10-20.
        • AI Value: 518.
        • Fight Value: 471.
        • Features.
          • Takes 2 hexes.
          • A living being.

        • Abilities.
          • Casts Mirth.
            3 times per battle can cast Advanced Mirth on allied unit. Spell lasts 6 turns.

    • New creature months.
      • Pixie month.
      • Crew Mate month.
      • Stormbird month.

    • Changed creatures.
      • Pikeman.
        • Graphics changed.

      • Halberdier.
        • Graphics changed.

      • Monk.
        • AI Value increased from 485 to 582.
        • Fixed the map image shadow.
      • Zealot.
        • Fixed the map image shadow.
      • Griffin.
        • Battle image gamma lightened.

      • Dendroid Soldier.
        • Graphics changed.

      • Magog.
        • Can shoot fireball at any hex of the battlefield except for its own hex and adjascent ones (unless sniper bow is present). Targeting dialogue is called by pressing G.
        • Can damage immune to fire units only with a central hex of a shot.


      • Efreeti.
        • Black bounding line removed from the map image.
        • Fixed image in battle.

      • Efreet Sultan.
        • Fixed image in battle.


      • Arch Devil.
        • Decreases Luck by 2 (instead of 1 from the original), if both Devils and Arch Devils are present on the battlefield, only the Arch Devil ability counts.

      • Skeleton Warrior.
        • Black bounding line removed from the map image.

      • Lich.
        • Can shoot death cloud at any hex of the battlefield except for its own hex and adjascent ones (unless sniper bow is present). Targeting dialogue is called by pressing G.
        • Can damage immune to death cloud units only with a central hex of a shot.

      • Power Lich.
        • Can shoot death cloud at any hex of the battlefield except for its own hex and adjascent ones (unless sniper bow is present). Targeting dialogue is called by pressing G.
        • Can damage immune to death cloud units only with a central hex of a shot.
      • Troglodyte.
        • Fixed image in battle.
      • Orc.
        • Graphics and sounds replaced.

      • Orc Chieftain.
        • Graphics and sounds replaced.


      • Gnoll.
        • Fixed corpse image in battle.
      • Water Elemental.
        • Fixed facing on the adventure map (now image is faced to the right).

      • Fire Elemental.
        • Fixed gamma on all images.

      • Earth Elemental.
        • Fixed image on the map (now faces right).

      • Psychic Elemental.
        • Cost increased from 750 to 950 gold.
        • Fixed in-battle graphics.

      • Magic Elemental.
        • Cost increased from 800 to 1200 gold.

      • Firebird.
        • Fire immunity replaced with 50% Fire Resist.
        • AI Value reducted from 4547 to 4336.
        • Fight Value reducted 3248 to 3097.
        • Cost increased from 1500 to 2000 gold.
        • Growth reduced from 2 to 1.
        • Fixed the shadow of the main image.

      • Phoenix.
        • Cost increased from 2000 gold + 1 mercury to 3000 gold + 1 mercury.
        • Growth was reduced from 2 to 1.
        • Bounding line, shadow and claws fixed on the main image.


      • Gold Golem.
        • Fixed the image in battle (incorrect attack and corpse shadow frames)


      • Diamond Golem .
        • Fixed the shadow image in battle.


      • Faerie Dragon.
        • AI Value increased from 19580 to 30501.

      • Troll.
        • Portrait fixed.

      • Conflux and the Cove creatures are held to have the same alignment in the presence of the Angel Alliance.
      • Many creature portraits fixes.
      • Arrow Towers ignores the target's defense completely.



  • Heroes.
    • New hero classes.
      • Captain (17).
        • Might class.
        • Town: Cove.
        • Agression: 1.1.
        • Starting primary skills.
          • Attack: 3.
          • Defense: 0.
          • Spell power: 2.
          • Knowledge: 1.

        • Chance of rolling a primary skill before level 10.
          • Attack: 45%.
          • Defense: 25%.
          • Spell power: 20%.
          • Knowledge: 10%.

        • Chance of rolling a primary skill after level 10.
          • Attack: 30%.
          • Defense: 30%.
          • Spell power: 20%.
          • Knowledge: 20%.

        • Chance of rolling a secondary skill.
          • Pathfinding: 8/112.
          • Archery: 9/112.
          • Logistics: 6/112.
          • Scouting: 4/112.
          • Diplomacy: 5/112.
          • Navigation: 6/112.
          • Leadership: 6/112.
          • Wisdom: 1/112.
          • Mysticism: 1/112.
          • Luck: 7/112.
          • Ballistics: 5/112.
          • Eagle Eye: 4/112.
          • Necromancy: 0/112.
          • Estates: 4/112.
          • Fire Magic: 2/112.
          • Air Magic: 3/112.
          • Water Magic: 2/112.
          • Earth Magic: 4/112.
          • Scholar: 1/112.
          • Tactics: 6/112.
          • Artillery: 5/112.
          • Learning: 2/112.
          • Offense: 9/112.
          • Armorer: 2/112.
          • Intelligence: 3/112.
          • Sorcery: 2/112.
          • Resistance: 3/112.
          • First Aid: 2/112.

        • Restricted secondary skills.
          • Necromancy.

      • Navigator (18).
        • Magic class.
        • Town: Cove.
        • Agression: 1.0.
        • Starting primary skills.
          • Attack: 2.
          • Defense: 0.
          • Spell power: 1.
          • Knowledge: 2.

        • Chance of rolling a primary skill before level 10.
          • Attack: 15%.
          • Defense: 10%.
          • Spell power: 40%.
          • Knowledge: 35%.

        • Chance of rolling a primary skill after level 10.
          • Attack: 30%.
          • Defense: 20%.
          • Spell power: 20%.
          • Knowledge: 30%.

        • Chance of rolling a secondary skill.
          • Pathfinding: 6/112.
          • Archery: 6/112.
          • Logistics: 3/112.
          • Scouting: 2/112.
          • Diplomacy: 2/112.
          • Navigation: 6/112.
          • Leadership: 2/112.
          • Wisdom: 8/112.
          • Mysticism: 3/112.
          • Luck: 4/112.
          • Ballistics: 2/112.
          • Eagle Eye: 2/112.
          • Necromancy: 0/112.
          • Estates: 2/112.
          • Fire Magic: 2/112.
          • Air Magic: 6/112.
          • Water Magic: 9/112.
          • Earth Magic: 5/112.
          • Scholar: 5/112.
          • Tactics: 4/112.
          • Artillery: 1/112.
          • Learning: 4/112.
          • Offense: 4/112.
          • Armorer: 1/112.
          • Intelligence: 8/112.
          • Sorcery: 6/112.
          • Resistance: 5/112.
          • First Aid: 4/112.

        • Restricted secondary skills.
          • Necromancy.

    • New heroes.
      A common rule for the availability of new heroes in RoE, AB and SoD maps is the following: all non-campaign heroes are always available. Campaign heroes are only available in the scenarios where all original campaign heroes are present.
      • Corkes (157).
        • Class: Captain.
        • Gender: Male.
        • Specialty: Offense.
          Receives a 5% per level bonus to Offense skill percentage.
        • Secondary skills.
          • Offense: basic.
          • Pathfinding: basic.

        • Spell Book: none.
        • Default unit count.
          • Nymphs: 15-25.
          • Crew mates: 6-9.
          • Pirates: 4-7.

      • Jeremy (158).
        • Class: Captain.
        • Gender: Male.
        • Specialty: Cannon.
          Increases the Attack and Defense skills of any Cannon by 5% for every 6 levels (rounded up).
        • Secondary skills.
          • Logistics: basic.
          • Artillery: basic.

        • Spell Book: none.
        • Default unit count.
          • Nymphs: 15-25.
          • Cannon: 1.
          • Pirates: 4-7.

      • Illor (159).
        • Class: Captain.
        • Gender: Male.
        • Specialty: Stormbirds.
          Increases Speed of any Stormbirds or Ayssids by 1 and their Attack and Defense skills by 5% for every 4 levels (rounded up).
        • Secondary skills.
          • Armorer: basic.
          • Tactics: basic.

        • Spell Book: none.
        • Default unit count.
          • Nymphs: 15-25.
          • Stormbirds: 3-5.
          • Pirates: 4-7.

      • Derek (161).
        • Unavailable on random maps with water.
        • Class: Captain.
        • Gender: Male.
        • Specialty: Crew Mates.
          Increases Speed of any Crew Mates or Seamen by 1 and their Attack and Defense skills by 5% for every 2 levels (rounded up).
        • Secondary skills.
          • Offence: basic.
          • Leadership: basic.

        • Spell Book: none.
        • Default unit count.
          • Crew mates: 6-9.
          • Crew mates: 6-9.
          • Crew mates: 6-9.

      • Elmor (174).
        • Unavailable on random maps without water.
        • Class: Captain.
        • Gender: Male.
        • Specialty: Navigation.
          Receives a 5% per level bonus to movement points at sea.
        • Secondary skills.
          • Navigation: advanced.

        • Spell Book: none.
        • Default unit count.
          • Nymphs: 15-25.
          • Crew mates: 6-9.
          • Pirates: 4-7.

      • Leena (162).
        • Class: Captain.
        • Gender: Female.
        • Specialty: +350 gold.
          Increases kingdom's income by 350 gold per day.
        • Secondary skills.
          • Pathfinding: basic.
          • Estate: basic.

        • Spell Book: none.
        • Default unit count.
          • Nymphs: 15-25.
          • Crew mates: 6-9.
          • Pirates: 4-7.

      • Anabel (170).
        • Class: Captain.
        • Gender: Female.
        • Specialty: Pirates.
          Increases Speed of any Pirates, Corsairs or Sea Dogs by 1 and their Attack and Defense skills by 5% for every 3 levels (rounded up).
        • Secondary skills.
          • Offence: basic.
          • Archery: basic.

        • Spell Book: none.
        • Default unit count.
          • Nymphs: 15-25.
          • Pirates: 4-7.
          • Pirates: 4-7.

      • Cassiopeia (172).
        • Class: Captain.
        • Gender: Female.
        • Specialty: Nymphs.
          Increases Speed of any Nymphs or Oceanids by 1 and their Attack and Defense skills by 5% for every level (rounded up).
        • Secondary skills.
          • Offence: basic.
          • Tactics: basic.

        • Spell Book: none.
        • Default unit count.
          • Nymphs: 15-25.
          • Nymphs: 15-25.
          • Nymphs: 15-25.

      • Miriam (173).
        • Class: Captain.
        • Gender: Female.
        • Specialty: Scouting.
          Increases the Scouting bonus by 5% per hero level (rounded up).
        • Secondary skills.
          • Offence: basic.
          • Scouting: basic.

        • Spell Book: none.
        • Default unit count.
          • Nymphs: 15-25.
          • Crew mates: 6-9.
          • Pirates: 4-7.

      • Casmetra (169).
        • Class: Navigator.
        • Gender: Female.
        • Specialty: Sea Witches.
          Increases Speed of any Sea Witches or Sorceress by 1 and their Attack and Defense skills by 5% for every 5 levels (rounded up).
        • Secondary skills.
          • Wisdom: basic.
          • Water Magic: basic.

        • Spell Book: present.
        • Starting spell: Dispel.
        • Default unit count.
          • Nymphs: 15-25.
          • Crew mates: 6-9.
          • Pirates: 4-7.

      • Eovacius (164).
        • Class: Navigator.
        • Gender: Male.
        • Specialty: Clone.
          Each battle the first cast of Clone spell summons 2 clones of target unit. If less than 2 copies can be created at a time, the available amount is created and the spell is considered a success.
        • Secondary skills.
          • Wisdom: basic.
          • Intelligence: basic.

        • Spell Book: present.
        • Starting spell: Clone.
        • Default unit count.
          • Nymphs: 15-25.
          • Crew mates: 6-9.
          • Pirates: 4-7.

      • Spint (165).
        • Class: Navigator.
        • Gender: Male.
        • Specialty: Sorcery.
          Receives a 5% per level bonus to Sorcery skill percentage.
        • Secondary skills.
          • Wisdom: basic.
          • Sorcery: basic.

        • Spell Book: present.
        • Starting spell: Bless.
        • Default unit count.
          • Nymphs: 15-25.
          • Crew mates: 6-9.
          • Pirates: 4-7.

      • Andal (166).
        • Class: Navigator.
        • Gender: Male.
        • Specialty: +1 crystal.
          Increases kingdom's crystal production by 1 per day.
        • Secondary skills.
          • Wisdom: basic.
          • Pathfinding: basic.

        • Spell Book: present.
        • Starting spell: Slow.
        • Default unit count.
          • Nymphs: 15-25.
          • Crew mates: 6-9.
          • Pirates: 4-7.

      • Manfred (167).
        • Class: Navigator.
        • Gender: Male.
        • Specialty: Fire Ball.
          Casts Fireball with damage increased by 3% for every n hero levels (n - target creature level).
        • Secondary skills.
          • Wisdom: basic.
          • Fire Magic: basic.

        • Spell Book: present.
        • Starting spell: Fire Ball.
        • Default unit count.
          • Nymphs: 15-25.
          • Crew mates: 6-9.
          • Pirates: 4-7.

      • Zilare (168).
        • Class: Navigator.
        • Gender: Male.
        • Specialty: Forgetfulness.
          Casts Forgetfulness with double duration.
        • Secondary skills.
          • Wisdom: basic.
          • Resistance: basic.

        • Spell Book: present.
        • Starting spell: Forgetfulness.
        • Default unit count.
          • Nymphs: 15-25.
          • Crew mates: 6-9.
          • Pirates: 4-7.

      • Astra (160).
        • Class: Navigator.
        • Gender: Female.
        • Specialty: Cure.
          Casts Cure with effect increased by 3% for every n hero levels (n - target creature level).
        • Secondary skills.
          • Wisdom: basic.
          • Luck: basic.

        • Spell Book: present.
        • Starting spell: Cure.
        • Default unit count.
          • Nymphs: 15-25.
          • Crew mates: 6-9.
          • Pirates: 4-7.

      • Dargem (171).
        • Class: Navigator.
        • Gender: Male.
        • Specialty: Air Shield.
          Casts Air Shield with effect increased by 3% for every n hero levels (n - target creature level).
        • Secondary skills.
          • Wisdom: basic.
          • Tactics: basic.

        • Spell Book: present.
        • Starting spell: Air Shield.
        • Default unit count.
          • Nymphs: 15-25.
          • Crew mates: 6-9.
          • Pirates: 4-7.

      • Bidley (156).
        • Campaign hero.
        • Class: Captain.
        • Gender: Male.
        • Specialty: Sea Dogs.
          Can upgrade Pirates and Corsairs to Sea Dogs.
        • Secondary skills.
          • Offense: advanced.

        • Spell Book: none.
        • Default unit count.
          • Sea Dogs: 1-3.
          • Corsairs: 4-7.
          • Sea Dogs: 1-3.

      • Tark (163).
        • Campaign hero.
        • Class: Captain.
        • Gender: Male.
        • Specialty: Nix.
          Increases Speed of any Nix or Nix Warriors by 1 and their Attack and Defense skills by 5% for every 6 levels (rounded up).
        • Secondary skills.
          • Offence: basic.
          • Armory: basic.

        • Spell Book: none.
        • Default unit count.
          • Nix: 1.
          • Nix: 1.
          • Nix: 1.

      • Beatrice (175).
        • Is available on random maps without water.
        • Class: Knight.
        • Gender: Female.
        • Specialty: Scouting.
          Receives a 5% per level bonus to Scouting skill percentage (rounded up).
        • Secondary skills.
          • Leadership: basic.
          • Scouting: basic.

        • Spell Book: none.
        • Default unit count.
          • Pikemen: 10-20.
          • Crossbowmen: 4-7.
          • Griffins: 2-3.

      • Kinkeria (176).
        • Is available on random maps without water.
        • Class: Witch.
        • Sex: Female.
        • Specialty: Learning.
          Learning skill percentage is doubled.
        • Secondary skills.
          • Wisdom: basic.
          • Learning: basic.

        • Spell Book: present.
        • Starting spell: Slow.
        • Default unit count.
          • Gnolls: 15-25.
          • Lizardmen: 4-7.
          • Serpent Flies: 3-4

      • Ranlu (177).
        • Class: Death Knight.
        • Gender: Male.
        • Specialty: Ballista.
          Increases the Attack and Defense skills of any Ballista by 5% for every 5 levels (rounded up).
        • Secondary skills.
          • Necromancy: basic.
          • Artillery: basic.

        • Spell Book: present.
        • Starting spell: Haste.
        • Default unit count.
          • Skeletons: 20-30.
          • Ballista: 1.
          • Wraiths: 4-6.

    • Changed hero classes.
      • Planeswalker (Planeswalker and Elementalist are now shown as males in a combat scene).
        Fixed gamma in all images.

    • Changed characters.
      • Gem.
        Has the starting Spell changed on random maps without water from Summon Boat to Bless.

    • Changed starting armies.
      • Rampart heroes.
        • The amount of Elves reduced from 3-6 to 2-4.

      • Tower heroes.
        • The amount of Stone Gargoyles increased from 3-5 to 5-7.
        • The amount of Stone Golems increased from 2-3 (or 2 in Josephine's 2nd stack) to 4-5.

      • Inferno heroes.
        • The amount of Imps increased from 15-25 to 20-30.

      • Dungeon heroes.
        • The amount of Troglodytes reduced from 30-40 to 20-30.
      • Fortress heroes.
        • The amount of Gnolls increased from 10-20 to 15-25
        • The amount of Serpent flies increased from 2-4 to 3-4

    • Sir Mullich is banned by default. Lord Haart is available instead.
    • Galthran is banned by default. New hero Ranloo is available instead.
    • Hero portrait fixes: Valeska, Sorsha, Adelaide, Caitlin, Ufretin, Thorgrim, Coronius, Gem, Neela, Marius, Nymus, Galthran, Nimbus, Alamar, Sephinroth, Gurnisson, Gretchin, Tyraxor, Vey, Zubin, Ciele. Some minor fixes of other portraits.

  • Towns.
    • Tower.
      • Altar of Wishes, Golden Pavilion, Upg. Golden Pavilion, Cloud Temple and Upg. Cloud Temple no longer require Mage Guild level 1 and Mage Tower.
      • Golden Pavilion and Upg. Golden Pavilion now require Altar of Wishes.
      • Upg. Altar of Wishes no longer requires Mage Tower (Mage Guild level one is still required).
      • Golem Factory price in gold is decreased from 2000 to 1500.
      • Upg. Golem Factory price in gold is decreased from 2000 to 1500.
      • Mage Tower price in gold is decreased from 2500 to 2000.
      • Altar of Wishes price in gold is decreased from 3000 to 2500.
      • Upg. Cloud Temple price in gold is decreased from 25000 to 20000.

    • Inferno.
      • Upg. Hell Hole no longer requires Mage Guild level 2 (still requires Mage Guild level 1).
      • Brimstone Stormclouds price in sulfur decreased from 5 to 4.
      • Upg. Hall of Sins price in mercury decreased from 5 to 4.
      • Upg. Kennels price in sulfur decreased from 5 to 4.

    • Necropolis.
      • Upg. Tomb of Souls in mercury decreased from 5 to 4.
      • Mausoleum price in ore decreased from 10 to 5, and in sulfur from 10 to 4.
      • Upg. Mausoleum price in sulfur decreased from 5 to 4.

    • Stronghold.
      • Cyclops Cave price does not include crystals. Upg. Cyclops Cave has 10 crystals in price.

    • Conflux.
      • New structure: Vault of Ashes.
        Cost: 5000 gold, 5 mercury.
        Requirements: Fort, Mage Guild Level 1, Magic Lantern, Altar of Air, Altar of Water, Altar of Fire, Altar of Earth, Altar of Thought, Pyre.
        Increases the growth of the Firebird and Phoenix by 1.
      • Constructing Upg. Magic Lantern now requires Mage Guild level 1 and Magic University beforehand.
      • Cost of constructing the Pyre went up from 10 to 20 mercury and from 10000 to 15000 gold.
      • Rainbow (Grail structure of Conflux) allows to learn spells up to according level of the Mage Guild in the city only.


  • Artifacts.
    • New artifacts.
      • Diplomats Cloak (141).
        • Class: Relic.
        • Combination Artifact. Componentry: Stateman's Medal, Diplomat's Ring, Ambassador's Sash.
        • Worn on shoulders (also blocks neck slot and one ring slot).
        • Cost: 15000.
        • Allows your hero to retreat or surrender when battling neutral monsters or defending a town. Multiplies your hero army strength by 3 (for neutral armies and Thieves guild).
          Component effects: reduce the cost of surrendering by 30%.

      • Pendant of Reflection (142).
        • Class: Relic.
        • Combination artifact. Componentry: Garniture of Interference, Surcoat of Counterpoise, Boots of Polarity.
        • Worn on the neck (also blocks slots of shoulders and legs).
        • Cost: 12000.
        • Increases your Magic Resistance additionally by 20%.
          Component effects: increase your Magic Resistance by 30%.
      • Ironfist of the Ogre (143).
        • Class: Relic.
        • Combination Artifact. Componentry: Ogre's Club of Havoc, Targ of the Rampaging Ogre, Tunic of the Cyclops King, Crown of the Supreme Magi.
        • Carried in right hand (also blocks left hand slot, head slot and body slot).
        • Cost: 20000.
        • At the beginning of a combat the Fist will cast Bloodlust, Fire Shield and Counterstrike (all Expert) lasting for 50 turns on all allied troops.
          Component effects: increase your Attack and Defence skills by 5 and your Spell Power and Knowledge skills by 4.
      • Golden Goose (160).
        • Class: Relic.
        • Combination artifact. Componentry: Endless Purse of Gold, Endless Bag of Gold, Endless Sack of Gold.
        • Worn in ”Other” slot (also blocks another two ”Other” slots).
        • Cost: 22500.
        • Brings 4750 gold/day.
          Component effects: bring 2250 gold/day.

      • Trident of dominion (147).
        • Class: Major.
        • Carried in right hand.
        • Cost: 7000.
        • Increases your Attack skill by 7.

      • Shield of Naval Glory (148).
        • Class: Major.
        • Carried in left hand.
        • Cost: 7000.
        • Increases your Defence skill by 7.

      • Royal Armor of Nix (149).
        • Class: Major.
        • Worn on body.
        • Cost: 7000.
        • Increases your Spellpower skill by 6.

      • Crown of the Five Seas (150).
        • Class: Major.
        • Worn on head.
        • Cost: 7000.
        • Increases your Knowledge skill by 6.

      • Wayfarer's boots (151).
        • Class: Major.
        • Worn on foot.
        • Cost: 5000.
        • Allow your hero to move over rough terrain without penalty.

      • Ring of Supression (156).
        • Class: Treasure.
        • Worn on finger.
        • Cost: 4000.
        • Decreases enemy's Morale by 1.

      • Hideous Mask (155).
        • Class: Minor.
        • Worn in ”Other” slot.
        • Cost: 4000.
        • Decreases enemy's Morale by 1.

      • Pendant of Downfall (157).
        • Class: Major.
        • Worn on neck.
        • Cost: 7000.
        • Decreases enemy's Morale by 2.

      • Runes of Imminency (152).
        • Class: Treasure.
        • Worn in ”Other” slot.
        • Cost: 2000.
        • Decrease enemy's Luck by 1.

      • Demon's Horseshoe (153).
        • Class: Treasure.
        • Worn in ”Other” slot.
        • Cost: 2000.
        • Decreases enemy's Luck by 1.

      • Shaman's Puppet (154).
        • Class: Minor.
        • Worn in ”Other” slot.
        • Cost: 4000.
        • Decreases enemy's Luck by 2.

      • Ring of Oblivion (158).
        • Class: Major.
        • Worn on finger.
        • Cost: 7500.
        • When worn, makes all losses in the battle irrevocable: corpses disappear right after unit's death, Ressurection, Animate Dead and Sacriface are banned for use, vampirism only restores health, but does not bring back dead units, undead cannot be raised using necromancy after battle.

      • Cape of Silence (159).
        • Class: Major.
        • Worn on shoulders.
        • Cost: 7500.
        • Bans all level 1 and 2 spells in battle.
    • Fixed images of numerous new artefacts.


  • New battle machine: Cannon (artifact 146, unit 150).
    • Is put in the Ballista slot (13) of a hero. It cannot be put in a backpack.
    • Is bought in the blacksmith of Cove or in Cannon Yard. Cost: 5000 gold.
    • Assault battle machine. Only attacks by shooting. Is not blocked by standing next to an enemy unit. Can attack enemy troops and walls. One does not need to destroy the cannon to win the battle. No experience is given for its destruction.
    • Is put in place of Ballista (51-52 hexes for the attacking side, and 66-67 to the defending side) during battle. Does not participate in the battle on the side of the defender during the siege, as well as the battles in vaults and banks. Moves at the same time as Ballista (before the First Aid Tent). Damage at the start of the battle is set to: (5-8) * (hero Attack + 1). Controlled by the AI.
    • Cannon parameters (150).
      • Town type: None.
      • Level: 6.
      • Upgraded: None.
      • Attack: 20.
      • Defense: 10.
      • Damage: 5-8.
      • Health: 250.
      • Speed: 0.
      • Shots: 8.
      • Cost: 5000 gold.
      • Population growth: (+ Horde): 0.
      • Amount on map: 0.
      • AI Value: 875.
      • Fight Value: 950.
      • Features.
        • Takes 2 hexes.
        • Inanimate creature.
        • Morale has no action.
        • Battle machine.

      • Abilities.
        • Can fire at enemy fortifications.

    • Effect of Artillery skill.
      • None.
        All features work as basic ones.
      • Basic.
        Gives you control of the cannon. Aimed shot with increased damage on the fortifications.
      • Advanced.
        Gives you control of the cannon. Double damage on unit, aimed shot with increased damage on the fortifications.
      • Expert.
        Gives you control of the cannon. Triple damage on unit, aimed shot with increased damage on the fortifications.

    • Shooting animation.
      When fired at the wall, the projectile of cannon is moving on the same trajectory as the shot at unit.
      Last frames of shot animation and first frames of bullet flight animation are played simultaneously.


  • Additional upgrade of Pirate and Corsair creatures to Sea Dogs.
    • Bought in Cove if it has a Gunpowder Warehouse. Obtained by upgrade to the Corsairs in Cove if it contains a Gunpowder Warehouse or at the Hill Fort, as well as by upgrade to the Pirates and Corsairs with Bidley's specialty.
    • Has its own growth, individual bonuses week and month creatures.
    • At all times in the game when the upgrade is to be held significant, Corsairs will be upgraded into Sea Dogs.
    • Specialty affecting the Pirates and Corsairs affects the Sea Dogs as well.


  • Boats.
    • The new boats.
      • Cove boat (boat subtype 3). Available for construction in shipyards in Cove.
      • Conflux boat (boat subtype 5). Available for construction in shipyards in Conflux.
      • Boat of outer Shipyard (ship subtype 4). Available for the construction of in the Shipyards located on map.

    • Every city (including outer Shipyard) has its own subtype of boat.
      • Castle - a boat with a subtype 1.
      • Necropolis - a boat with a subtype of 0.
      • Fortress - a boat with a subtype 2.
      • Conflux – a boat with a subtype 5.
      • Cove - a boat with a subtype 3.
      • Outer Shipyard – a boat with a subtype 4.


  • New objects on the map.
    • Creature Dwellings.
      • Maelstrom (91), large, does not appear as a random dwelling object, is guarded by 3 Sea Serpents - Sea Serpents.
      • Nymph Waterfall (92) - Nymphs (free).
      • Shack (93) - Crew Mates.
      • Frigate (94) - Pirates.
      • Nest (95) - Stormbirds.
      • Tower of the Seas (96), is guarded by 9 Sea Witches - Sea Witches.
      • Nix Fort (97), large, does not appear as a random dwelling object, is guarded by 6 Nix - Nix.
      • Maelstrom (98) small, can appear as a random dwelling, is guarded by 1 Sea Serpent - Sea Serpents.
      • Nix Fort (99) small, can appear as a random dwelling, is guarded by 6 Nix - Nix.
      • Wineyard (100) - Satyrs.

    • New Banks.
      • Beholders' Sanctuary (21).
        • In 30% of cases.
          Guards: 50 Beholders, 50% chance of having an upgraded stack.
          Reward: 3000 gold, 1 minor artifact.
        • In 30% of cases.
          Guards: 75 Beholders, 50% chance of having an upgraded stack.
          Reward: 5000 gold, 1 minor artifact.
        • In 30% of cases.
          Guards: 100 Beholders, 50% chance of having an upgraded stack.
          Reward: 6000 gold, 1 major artifact.
        • In 10% of cases.
          Guards: 150 Beholders, 50% chance of having an upgraded stack.
          Reward: 9000 gold, 1 major artifact.

      • Temple of the Sea (22).
        • In 30% of cases.
          Guards: 8 Hydras, 6 Sea Serpents, 3 Chaos Hydras, 2 Haspids.
          Reward: 10000 gold, 1 treasure artifact, 1 minor artifact, 1 major artifact.
        • In 30% of cases.
          Guards: 8 Hydras, 7 Sea Serpents, 4 Chaos Hydras, 3 Haspids.
          Reward: 15000 gold, 1 treasure artifact, 2 minor artifacts, 1 major artifact.
        • In 30% of cases.
          Guards: 8 Hydras, 7 Sea Serpents, 5 Chaos Hydras, 4 Haspids.
          Reward: 20000 gold, 1 minor artifact, 2 major artifacts, 1 relic.
        • In 10% of cases.
          Guards: 10 Hydras, 9 Sea Serpents, 6 Chaos Hydras, 5 Haspids.
          Reward: 30000 gold, 2 major artifacts, 2 relic.

      • Pirate Cavern (23).
        • The guards are divided into 4 stacks.
        • In 30% of cases.
          Guards: 20 Pirates, 20 Corsairs, 50% chance of having an upgraded stack (Corsairs into Sea Dogs).
          Reward: 1 Sea Serpent.
        • In 30% of cases.
          Guards: 40 Pirates, 40 Corsairs, 50% chance of having an upgraded stack (Corsairs into Sea Dogs).
          Reward: 2 Sea Serpents.
        • In 30% of cases.
          Guards: 60 Pirates, 60 Corsairs, 50% chance of having an upgraded stack (Corsairs into Sea Dogs).
          Reward: 3 Sea Serpents.
        • In 10% of cases.
          Guards: 80 Pirates, 80 Corsairs, 50% chance of having an upgraded stack (Corsairs into Sea Dogs).
          Reward: 4 Sea Serpents.

      • Mansion (24).
        • In 30% of cases.
          Guards: 40 Vampire Lords.
          Reward: 2500 gold, 2 mercury, 2 sulfur, 2 crystals, 2 gems, 1 major artifact.
        • In 30% of cases.
          Guards: 60 Vampire Lords.
          Reward: 5000 gold, 3 mercury, 3 sulfur, 3 crystals, 3 gems, 1 major artifact.
        • In 30% of cases.
          Guards: 80 Vampire Lords.
          Reward: 7500 gold, 4 mercury, 4 sulfur, 4 crystals, 4 gems, 1 major artifact.
        • In 10% of cases.
          Guards: 100 Vampire Lords.
          Reward: 10000 gold, 5 mercury, 5 sulfur, 5 crystals, 5 gems, 1 major artifact.

      • Spit (25).
        • Garrison is split in 4 squads dislocated on the sides of the battlefield.
        • In 30% of cases.
          Guards: 20 Basilisks.
          Reward: 3000 gold.
        • In 30% of cases.
          Guards: 30 Basilisks.
          Reward: 4500 gold.
        • In 30% of cases.
          Guards: 40 Basilisks.
          Reward: 6000 gold.
        • In 10% of cases.
          Guards: 60 Basilisks.
          Reward: 9000 gold.

      • Red Tower (26).
        • In 30% of cases.
          Guards: 35 Fire Elementals, 50% chance of having an upgraded stack.
          Reward: 1 Firebird.
        • In 30% of cases.
          Guards: 70 Fire Elementals, 50% chance of having an upgraded stack.
          Reward: 2 Firebirds.
        • In 30% of cases.
          Guards: 105 Fire Elementals, 50% chance of having an upgraded stack.
          Reward: 3 Firebirds.
        • In 10% of cases.
          Guards: 140 Fire Elementals, 50% chance of having an upgraded stack.
          Reward: 4 Firebirds.

      • Black Tower (27).
        • The alignment of the armies is standard, on the opposite sides of the battlefield.
        • In 30% of cases.
          Guards: 1 Green Dragon.
          Reward: 2000 gold, 1 minor artifact.
        • In 30% of cases.
          Guards: 1 Red Dragon.
          Reward: 2250 gold, 1 minor artifact.
        • In 30% of cases.
          Guards: 1 Gold Dragon.
          Reward: 3500 gold, 1 minor artifact.
        • In 10% of cases.
          Guards: 1 Black Dragon.
          Reward: 3750 gold, 1 minor artifact.

      • Ivory Tower (28).
        • In 30% of cases.
          Guards: 35 Archmages.
          Reward: 3 Enchanters.
        • In 30% of cases.
          Guards: 50 Archmages.
          Reward: 6 Enchanters.
        • In 30% of cases.
          Guards: 65 Archmages.
          Reward: 9 Enchanters.
        • In 10% of cases.
          Guards: 80 Archmages.
          Reward: 12 Enchanters.

      • Churchyard (29).
        • Guards are divided into 6 groups.
        • In 100% of cases.
          Guards: 120 Walking Deads.
          Reward: 2500 gold, 1 minor artifact.
          Visiting a previously plundered Churchyard inflicts a -1 penalty to Morale.
      • Experimental Shop (30).
        • In 30% of cases.
          Guards: 50 Iron Golems.
          Reward: 1 Giant.
        • In 30% of cases.
          Guards: 100 Iron Golems.
          Reward: 2 Giants.
        • In 30% of cases.
          Guards: 150 Iron Golems.
          Reward: 3 Giants.
        • In 10% of cases.
          Guards: 200 Iron Golems.
          Reward: 4 Giants.
      • Wolf Raider Picket (31).
        • In 30% of cases.
          Guards: 50 Wolf Raiders.
          Reward: 4 Cyclopes.
        • In 30% of cases.
          Guards: 75 Wolf Raiders.
          Reward: 6 Cyclopes.
        • In 30% of cases.
          Guards: 100 Wolf Raiders.
          Reward: 8 Cyclopes.
        • In 10% of cases.
          Guards: 150 Wolf Raiders.
          Reward: 12 Cyclopes.

    • A new type of silos (142).
      Analogue of Windmills, Water Wheels and the Mystical Gardens. Brings a certain amount of resources upon a visit once a week.
      • Warehouse of Wood.
        Brings 10 wood.
      • Warehouse of Mercury.
        Brings 6 mercury.
      • Warehouse of Ore.
        Brings 10 ore.
      • Warehouse of Sulfur.
        Brings 6 sulfur.
      • Warehouse of Crystals.
        Brings 6 crystals.
      • Warehouse of Gems.
        Brings 6 gems.
      • Warehouse of Gold.
        Brings 2000 gold.

    • Changes to standard objects.
      • Animated Lakes.
      • Fixed the animation of Rally Flag.
      • The hero (as well as a Random Hero, Camp Hero and the starting hero) if put on water will appear in game on a boat of a corresponding city class, if the number of boats on the map has not yet reached 64.
      • If the trigger cell of a Tavern is on the water, the hero is bought directly on a ship of the appropriate city class. If all 64 ships are already on the map, buying a hero in a tavern is not possible.
      • If the trigger cell of a Jail is on the water, the hero appears directly on a ship of the appropriate city class. If all 64 ships are already on the map, it is not possible.
      • Upgraded the graphics of the Altar of Thought on map.
      • Naga Bank gives gems instead of sulfur as a reward (as it was originally planned by NWC).
      • Cartographer Maps cost 10000 instead of the former 1000.
      • Fixed the graphics of the Dragon Cave on map.
      • Replaced the graphics of the Hydra Pond on map.
      • Fixed image of light green grass hills and corresponding abandoned mine.
      • Fixed the graphics of the Cover of Darkness.
      • Fixed the brightest image of Favorable Wind.
      • Fixed the image of the sand mountains.
      • Changed the images of a Sawmill, Crystal Mine, Gold Mine and abandoned mine of sand terrain.
      • Fixed 2 images of Desert Hills and one of the palm trees with sand.
      • Fixed an image of Oasis.
      • All the trees that look like palm trees, are renamed to Palms.
      • Some objets named as Rock were renamed to Stone or Pile of Stones.
      • Added impassable cells outside dwellings Magical Forest, Hovel and Rogue Cavern.
      • Desert Hills, Dirt Hills, Grass Hills, Rough Hills, Subterranean Rocks and Swamp Foliage influence the choice of the background of the battlefield (if the appearance fits) and are drawn on a puzzle map.
      • Elemental Conflux (dwelling on map) gives +1 to the increase in air, water, fire and earth elementals in all towns, not just the air elementals.
      • Added flags to Elemental Conflux (dwelling on map) and the faults of air, water, fire and earth.
      • Fixed the image of the original Hill Fort for the dirt and grass terrains.
      • The Crypt, Derelict Ship and Shipwreck shows the approximate number of foes after the visit. When you visit any of these objects, morale is reduced immediately if it was previously looted, without a window.
      • Fixed image for some monoliths.
      • Fixed the image of the snow mountains.
      • Shadows are activated for the all high sea reefs.
      • Fixed the appearance of Campfire on a snow terrain.
      • Fixed the appearance of swamp mountains.
      • Fixed image of Abandoned Mines on Dirt.
      • Fixed image for Griffin Conservatory.
      • Fixed Mystical Garden image.
      • Fixed the image shadow of Pillar of Eyes.
      • Fixed the soil layer for Holy Ground.
      • Replaced the graphics of War Machine Factory.
      • Fixed images of two Seer Huts.
      • Fixed flag bounding line of Gem Ponds of some lands.
      • Snow-covered River Delta sprite has been fixed.
      • Redwood Observatory sprite has been fixed.
      • Fortless Inferno sprite on map has been fixed.
      • Fixed image of Learning Stone.
      • Fixed image of Dragon Utopia.
      • Fixed image palette of snow Crypt.
      • Fixed palm gamma of some Desert Hills.
      • Fixed Skull image.
      • The name of sand Trees was changed to Yucca Trees (which existed but was unused in original game).
      • Fixed Scholar image shadow.
      • Fixed rough Sawmill image trees.

    • New objects that have the same properties as the old ones.
      • School of Magic for water (AVSschm1.def).
      • Shrine with spells of level 1-3 on water (AVXl1sh0w.def, AVXl2sh0w.def, AVXl3sh0w.def).
      • Two Way Monolith on water (AVXmn9bW.def).
      • Horizontal and vertical Garrisons on water (AVCgarW1.def, AVCvgrW.def).
      • Fountain of Youth on water (watermag.def).
      • Favorable Winds of different (FVWND00.DEF - FVWND07.DEF).
      • Wagon (HATel.def).
      • Vertical Garrison of chaotic barbarian type (AVCgarE.def).
      • Subterranean Gate (HAExit01.def).
      • Crystal Mine, Gold Mine and the abandoned mine for swamp with new mountains (mntswpcr.def, mntswpgl.def, mntswpab.def).
      • Den of Thieves, Witch Hut, Tavern, Idol of Fortune, Learning Stone, Library of Enlightenment, the Tree of Knowledge and Hill Fort for snow (AvXDenS0.def, AVSwtcS0.def, AVXtvrS0.def, AVSidlS0.def, AVSgzbS0.def, AVSlibS0.def, AVXtrkS0.def, AVXhilS0.def).
      • The horizontal and vertical wooden Garrisons (avgtzab1.def, avgtzab3.def).
      • Horizontal and vertical snow-covered wooden Garrisons (avgtzab2.def, avgtzab4.def).
      • Water Tavern (wt_tvrn01.def).
      • Seer's Hut on water (wt_seerh.def).
      • Prison on water (avwtprsn.def).
      • Sawmill for swamp (AVMsaws0.def).
      • Observation Tower on water (avwtobtw.def).
      • Invoice terrain: Dark Favorable Wind (zwat00.def - zwat07.def).
      • 8 new Two Way Monoliths (AVXMN2Pink0.def, AVXMN2T0.def, AVXMN2Y0.def, AVXmn2b0.def, AVXmn9b0.def, AVXmn10b.def - AVXmn12b.def).
      • 4 new Monolith One Way Entrances and Monolith One Way Exits (AVXMN1T0.def + AVXMX1T0.def, AVXMN1V0.def + AVXMX1V0.def, avxmn1g0.def + AVXmx1g0.def, AVXMN1w0.def + AVXmx1w0.def).
      • Subterranean Gate for snow (AvTCave2.def).
      • Corpses for sand (avxskds1.def, AVXskds2.def).
      • Mystical Garden for dirt (AVTmystd.def).
      • Fourth land Seer Hut (AVXSeec0.def).
      • Crystal Mine, Gold Mine and the abandoned mine for sand with new Barchan Dunes (AVMcrdn0.def, avmgddn0.def, AVXamDn.def).

    • New decorative objects and obstacles.
      • New mountains for Swamp (mntswp01.def - mntswp06.def).
      • Volcano (AVLvol60.def).
      • Ice Stones (TPIceCr1.def – TPIceCr4.def).
      • Fungal Trees for swamp (TPMTREE1.def - TPMTREE6.def).
      • Reefs and rocks for water (ZReef1.def - ZReef5.def, avlrfx01.def - avlrfx08.def).
      • Purple Flowers for swamp (swvflw01.def - swvflw05.def).
      • Dead vegetation (tree) for swamp (swddtree.def).
      • Red Trees (avrdtr01.def - avrdtr06.def, AVLswt20.def - AVLswt26.def).
      • Moss-covered mountains for grass (grsmnt00.def - grsmnt05.def).
      • Palm trees for sand (avlspl01.def - avlspl14.def).
      • Cacti for sand (AVcact01.def - AVcact04.def).
      • One-square pines (avlpntr8.def, avlpntr9.def).
      • Trees for rough (AVLtrRo8.def, AVLtrRo9.def).
      • Mounds for snow (avlsnh01.def - avlsnh04.def).
      • Bluebottle (Portu.def).
      • Bridges, both horizontal and vertical (TPBRIDG1.def - TPBRIDG6.def).
      • Box, boxes, barrels, abandoned boats, sack, sacks, rope on sand (crates01.def - crates13.def).
      • Jaws (jaws.def).
      • Pig (pig.def).
      • Frog, Frogs (frog_01.def - frog_03.def).
      • Rooster, Hen (rooster_01.def, rooster_02.def).
      • Pillaged Camp, Ruined Fountain (TPDESTR2.def - TPDESTR4.def).
      • Fence (avzabr01.def - avzabr06.def).
      • Snow-covered Fence (avzbrs01.def - avzbrs06.def).
      • Waterfalls (h4wt1f.def - h4wt3f.def).
      • Fire (avdcfir1.def - avdcfir5.def).
      • Ruined Subterranean Gate (avtcvrui.def).
      • Carnivorous Plant (avswplnt.def).
      • Bones (AVLbon00.def, AVLbon01.def).
      • Skull (AVLskul1.def, AVLskul2.def).
      • Mushrooms for swamp (swpmsh01.def - swpmsh06.def).
      • Mushrooms for grass - amanitas (avrmsh01.def - avrmsh10.def).
      • Subterranean Mushrooms (AVLMS130.def - AVLMS170.def).
      • Log (AVLlogdrt1.def).
      • Snow Hills (avlxsn01.def - avlxsn03.def).
      • Trees - mixed forest - for dirt (avlmxf01.def - avlmxf08.def).
      • Sand Yucca Trees (avlyuc40.def - avlyuc60.def).
      • Swamp Shrub (avls05s1.def).
      • Dead Vegetation - single trees (AVLdead8.def - AVLdead9.def).
      • Barchan Dunes for sand (AVLmtdn1.def - AVLmtdn6.def).
      • Dirt Hills (avlndt01.def - avlndt06.def).
      • Shrub for rough (avlsh9x0.def).

    • New patch terrain.
      • Frozen Wastes.
        Reduces all creatures' defence by 5.
      • Dunes.
        15 to 20 invisible quicksand spots are present on the battlefield. After entering a hex with a quicksand spot, unit stops and the spot becomes visible to both players. Quicksand cannot appear on an occupied hex as well as on first or second column of hexes near each edge of the battlefield. Dunes quicksands cannot be removed with mass dispel and their visibility does not depend on native terrain of fighting creatures. During tactical phase quicksands will not work, but if some quicksand spot will be occupied by a non-flying (non-teleporting) creature after "start the battle" is pressed, then it will become visible.
      • Fields of Glory
        Reduces all creatures' luck by 2.

    • New Hill Fort.
      Allows you to upgrade present creatures of only 1-5 levels.
    • Shrine of Magic Mystery.
      Allows you to learn a level 4 spell.
    • Cannon Yard.
      Allows to buy a cannon for 5000 gold.
    • Temple of Loyalty
      A visiting hero will have all Morale penalties for having creatures of varied alignment in his army removed for the next combat.
    • Skeleton Transformer
      A visiting hero will be allowed to turn any creatures into Skeletons. Works like the same named Necropolis building.
    • The image of every town depends on its Fort level (no Fort – Fort – Citadel – Castle – Castle+Capitol)
    • Entrance cells for most water objects were made not passable.



  • Innovations to the interface.
    • The ability to simultaneously run multiple processes of the game.
    • Sounds fully parallelized with the gameplay.
    • In-battle interface Corrections.
      • Posture animation is played for all creatures. The speed of the animation does not depend on the settings of the battle and is constant for the same unit (is randomly chosen from a certain range in the beginning of the battle), resulting in the asynchronous animation of the units. Each creature has its average speed of animation and its maximum speed variation. Defense Tower has average speed and spread of the animation speed corresponding to its creature.
      • Animation of hero flags has a random speed: 75-125 time units between frames (rate constant for the same flag in the same battle). Random animation of a male Conflux hero is played constantly (the time between frames is 100 units.). The rest of the characters now have a random interval between these animations of 3375-5625 units. (can be selected individually for each interval).
      • Random animation for Conflux male hero is played constantly (time between frames is 100 pts.). Other heroes now have random interval there between 3375 and 5625 pts. (chosen separately for each interval).
      • Animation of standby units, objects, heroes on the battlefield is played continuously without interruptions for actions.
      • Fixed various incomplete art, repainting, overlay and transparent images in battle.
      • Taunting units have individual speed settings for each creature and for each unit has the same deviation from the mean speed in a particular battle as the idle animation and is as well uninterruptable (and not startable) for the actions of other squads.
      • Removed a random animation frame delay for squad taunting animation.
      • Blinded, paralysed or petrified squad will no longer play a frame of animation when you mouse over it.
      • Yellow unit selection frame is no longer displayed during the occurrence of a positive or negative morale.
      • Movement shadow is now always re-rendered and does not leave colored hexes any more.
      • Fixed animation appearance and disappearance of shifting sands, mines, fire walls and force fields, as well as a Remove Barriers spell - now these animations are not played over the entire field of battle, but over a specific hex instead.
      • Added dependence on the settings speed playback for Chain Lightning, Teleport, Summon Elemental, Remove Obstacle animation spells.
      • The choice of battle speed is widened up to 5 options
      • Modified the pre-battle music playback.
        • During the pre-battle music idle and standing animation are played, however, random animation and taunting animations are not played.
        • Pre-battle music can be skipped by pressing ESC, which is documented in a message in the log of the battle.
        • If there is a tactical battle phase, its buttons appear only after pre-battle music and do not cover the field log.
        • Amount of turns remaining for a certain spell to wear off is now displayed in a unit properties' window and in a hint bar.

      • Added explosion animations of creature shells.
        • Monks and Zealots.
        • Titans.
        • Gogs.
        • Liches on Arrow Towers.
        • Beholders and Evil Eyes.
        • Ice Elementals
        • Storm Elementals
        • Enchanters.

      • Enabled a special death animation playing for squads (section 6) upon death from a magical effect.
      • The speed of the Pirates, Corsairs, Sea Dogs and guns projectile is 1.5 of the standard.
      • Fixed animation position when removing the Force Field with Remove Obstacle spell.
      • Replaced Implosion's animation.
      • Added explosion sound to magical arrow.
      • Fixed animation appearance of the second and third sections of the Fire Wall spell.
      • After the spell animation the creature immediately returns to the idle animation.
      • In tactical combat phase enemy units are not highlighted as available for attack.
      • Removed rendering of battle elements over interface elements (such as earthquakes and opening or closing a spell book after that).
      • Upgraded interface for selecting spell target.
        • If movement shadow is enabled, it highlights hexes available for spells such as units, obstacles (for Remove Obstacle spell) or free hexes (for Fire Wall, Force Field, Teleport).
        • If you enable cursor shadow, it will highlight the hex under the cursor to any non-area spells. Added shadow cursor when force field is cast and when Teleport position is selected.
        • Added smart choice position when Fire Wall, Force Field, Teleport position is selected. If lower (rear) hex is not possible for putting the Fire Wall, Force Field or a unit on the selected hex, but another hex is available, then that hex is chosen for placing (highlighting works correctly).

      • Fixed incorrect synchronisation for animation of striking unit in a defence state.
      • AI targets AoE spells and shots with a central hex instead of outer ones if the outcome does not depend on that (which makes his actions a bit more human-like).
      • In a spell targeting dialogue hint text is updated instantly.
      • After Fairy Dragon's spell targeting dialogue cursor is instantly updated to the correct one
      • Changed the appearance of movement shadow and cursor shadow, every hex is now distinctable even without hex-grid turned on.
      • Cast activation button changed for Fairy Dragons from F to G.
      • Possible amount of creatures killed is displayed in a hint bar along side with possible damage.
      • Fixed images of some obstacles on the battlefield.
      • A new obstacle is added to battlefield of rough terrain.
      • Fixed the Storm Elementals' slow movement animation.
      • Removed delay between shot by ray animation and target taking damage animation.

    • Increased the smoothness of appearance and disappearance of objects (32 instead of the former 8 frames).
    • Town screen corrections.
      • Castle.
        • Fixed Capitol image.

      • Rampart.
        • Fixed the images of Fort, Citadel and Castle.
      • Tower.
        • Fixed Lookout Tower appearance

      • Inferno.
        • New smoke animation for Blacksmith.
        • Fixed Imp Crucible, Upg. Imp Crucible and Birthing Pools animation.
        • Changed the position of the Castle Gate (now does not block the Hall of Sins dwelling).
        • Adding upg. Hell Hole animation.
        • Correction pentagram of upg. Hell Hole.
        • Added the missing frame of animation for Citadel and Castle rings.
        • Removed Fort rings.
        • Fixed some decorative elements in the background
        • Upg. Fire Lake is downed by 1 pixel.

      • Stronghold.
        • Fixed Capitol image.
        • Fixed sky border with Nest on the Cliffs.
        • Fixed a monument to the Gods of War.

      • Fortress.
        • Removed the blue pixels in the Gorgon Lair
        • Fixed image upg. Wyvern Nest.
        • Fixed image of Hydra Pond
        • Fixed image of Shipyard
        • An unneeded single frame of static fire in Tavern was removed.

      • Conflux.
        • Numerous fixes to the background.
        • Fixed the perspective of Castle, Mage Guild, Altar of the Air and Altar of Thought.
        • Fixed the images of Fort, Citadel and Castle.
        • Altar of Thought animation corrected.
        • Decorative houses corrected, as well as the order of their appearance and the layering with other buildings.
        • Corrected glare on roofs.
        • Removing black moir from many buildings, joints, etc.
        • Fixed the image of Marketplace, added Marketplace Flag animation.
        • New graphics for Resource Silo.
        • Fixed decorative buildings animation during construction.
        • Fixed images of Altar of Fire and upg. Altar of Fire.
        • Fixed the image of Tavern.
        • Fixed images of Village Hall, Town Hall, City Hall and Capitol.

    • New rumors in the Tavern.
    • Descriptions of creatures' abilities are written with tiny.fnt font.
    • Added numeric descriptions of armies' approximate size.
      • The heroes' and towns' words are replaced with numerical range, font changes so that all values are fit in completely.
      • All neutral monsters' verbal descriptions were updated with numerical range.
      • In text descriptions, verbal description was extended by numerical range which is highlighted in color.

    • HotA maps are different from SoD in id format (30 - for fixed maps, 31 - to random map) with its own icon and cannot be seen by SoD. HotA saved games have a new id format (43) and are not visible by SoD, saved games of all other formats are not visible by HotA.
    • Fixed icons of original map formats.
    • Added icons, descriptions and information about the script reports of the victory conditions of victory through Defeating all monsters or Surviving a certain time.
    • When visiting creature banks, information about the guards was added, if it can be seen by clicking the right mouse or via dragging the mouse over the information window.
    • Added the name of the artifact in the window by clicking the right mouse button on the artifact on the map and in its hint.
    • Added display of creatures available for hire in the window by clicking the right mouse button, the hint by pointing mouse and an external window when visiting the dwelling, owned by yourself or an ally.
    • The chat font is changed to bigfont.fnt.
    • The new and fixed battlefields.
      • Swamp
        • The new battlefield for the cell surrounded by hills.
        • The new battlefield for the cell surrounded by dead vegetation.
      • Lava.
        • A new battlefield in the underground world.

      • Holy Ground.
        • Fixed the battleground.

    • Added the option to disable background sounds in the adventure map (System Options): the sounds of a new day, week and month, the sound of the battle, the background sounds and the sounds of site visits.
    • Added support of new map sizes: H (180x180), XH (216x216), G (252x252).
    • Monoliths and portals now have their actual colors in their names.
    • The names of spells are highlighted with yellow when visiting a shrine or a Pyramid.
    • Unused interface elements are removed in a creature hire dialogue.
    • Abilities are always shown in a unit window.
    • Unused pieces of the interface were removed from the creature hiring dialogue.
    • Creature abilities are always shown in it's dialogue.
    • Fixed the background images of creatures in creature window view.
    • Hero specialization position was changed in such a way so that it would occupy two lines in the hero window.
    • The artefact or resource selection is not removed upon selling in the artefact market window if a new artefact gets on that slot.
    • New hero route arrow.
      • New arrow images and their position fixes.
      • Added a new route color (dark-red) that shows where the player would not arrive even with full movement pool (Meaning that if the hero ends the move on the cell of his current position, he will be able to reach any cell that has a green or light-red arrow above it. He will not be able to reach cells with dark-red arrows above them).
    • Added separate buttons for closing the save and battle menus.
    • Added dynamically calculated effect summary in many spell descriptions.
      • Visions show their effect radius.
      • Fire Wall and Land Mine show their damage.
      • Cure shows the amount of healed points.
      • Resurrection and Animate Dead now shows the maximum amount of restored hitpoints.
      • Sacrifice shows how much extra HP will be added for every sacrificed creature.
      • Hypnotize shows the maximum health of the controlled stack.
      • Summon Air/Water/Earth/Fire Elemental shows the amount of summoned elementals.

    • Added words with hyphen carry-over in text messages.
    • Added borders and background for artifact images in game messages.
    • Added shadows rendering for terrain part objects.
    • Rocks and Reefs now displayed on minimap.


  • Changes in the Main menu section.
    • New Background of the Main menu.
    • New images of the Main Menu buttons.
    • New backgrounds in map selection, increasing their number to 9.
    • Removed all the campaigns, added HotA campaigns section instead.
    • All creatures are depicted as rank creatures in records, not just the ones from Restoration of Erathia.
    • In map menu, the default map that is selected is Province.


  • Maps and Campaigns.
    • Campaigns.
      All campaigns include their own, unique videos.
      • Prologue campaign ”Under the Jolly Roger”.
        • Number of scenarios: 3.
        • Difficulty: Easy.

        Introduction campaign designed to introduce players to the course of innovations of HotA, as well as to explore one of the main characters in the story.
      • Campaign ”Terror of the Seas".
        • Number of scenarios: 6.
        • Difficulty: Hard.

        The campaign exposing the first part of HotA main plot.

    • A set of maps for both single and multiplayer games.
      • The Challenge.
      • Bay of Broken Ships.
      • Upper Kingdom.
      • Captive.
      • Blazing Archipelago.
      • Divide et impera!
      • Divide et impeta! (Allies).
      • Terra Ingognita.
      • Strait of Storms - Invasion.
      • Strait of Storms - Skirmish.
      • The Alliance.
      • Glorious days.
      • Perfect Equality.
      • Pirate's Utopia.
      • Marsh.
      • Scorched Earth.
      • Trial of Flame.
      • When seas were deeper.
      • Face to face.
      • Beware of Demons!
      • Maelstrom.
      • Province.
      • King of the Hill.
      • Barren Lands.
      • Gambit.
      • Carpe Jugulum.
      • A Cold Day in Hell.
      • Mysterious Ways.
      • From the Depths of Hell


  • Corrections of game texts.
    • Improved the descriptions of creatures' abilities.
    • Improved artefact descriptions.
    • Improved spell descriptions.
    • Fixed and improved hero specialty descriptions.
    • Map object hints have been improved.


  • Map editor.
    • All HotA features are supported.
      • Cove, new creatures, new artifacts, new heroes, new objects.
      • New victory conditions.
      • The option to turn off weeks/months of creatures and plague.
      • New objects added to the search menu.

    • Random map generator.
      • Support for all in-game RMG changes.
      • A template for generation can be selected now (from HD templates folder if HD is installed).
      • Now editor saves RMG settings.

    • Bugfixes of original.
      • It was possible to put a war machine into hero's backpack (in the game it would disappar).
      • Map checking was working incorrectly for victory condition – build Grail structure.
      • Incorrect information was passed to the map error log related to absence of free artefacts on a map.
      • Fixed a bug with mixed up Blood Obelisk and Cage of Warlords in Fortress.
      • Fixed a bug with mixed up Elemental names in the Conflux events settings.

    • Support for new map sizes: H (180x180), XH (216x216) and G (252x252).
    • Added the option to set up the number of columns and size of cells on object panel
    • Added the option to put heroes on water (in ships)
    • AB files are no longer required for RMG or Conflux support.
    • Subtypes of monoliths were added to the search.
    • Fixed the order of some objects on object panel
    • Improved the appearance and text of object hints.
    • Mousewheel now scrolls object list by default - not the map.
    • Interface icons are enlarged to 24x24. Graphics is replaced.
    • Patch that lowers CPU usage is included.
    • You can now specify all structures in a random town. Including special ones.
    • Removed the restriction of 144 external housings in the map editor (you could only place 144 housings in the original game).
    • Removed the restriction of maximum count of some objects on map.
      • 144 external dwellings.
      • 144 mines/lighthouses.
      • 48 Seer Huts (yet in case there are more than 48 Seer Huts on map some of the seers may have the same name).


  • Random map generator.
    • New creatures are generated as guards.
      Availability for generating creatures of the Cove are defined by the general rule of thumb: if all of the original fractions creatures (excluding Conflux) are available, cove creatures are available, otherwise they are unavailable.
    • New heroes (except campaign ones) are generated in prisons.
    • New decorative objects are generated.
    • A set of copy-objects is generated.
      • Crystal Cavern, Gold Mine (swamp).
      • School of Magic (water).
      • Shrine of Magic Incantation (water).
      • Shrine of Magic Gesture (water).
      • Shrine of Magic Thought (water).
      • Fountain of Youth (water).
      • Subterranean Gate, Den of Thieves, Witch Hut, Tavern, Idol of Fortune, Learning Stone, Library of Enlightenment и Tree of Knowledge (snow).
      • Wagon (rough).
      • Tavern (water).
      • Prison (water).
      • Corpse (sand).
      • Mystical Garden (dirt).
      • 8 Monoliths Two Way and 4 Monoliths One Way (dry land).
      • Seer Hut (dry land).
      • Crystal Cavern, Gold Mine (sand).

    • New objects are generated as zone fillers.
      • New creature dwellings.
      • Pandora's boxes with new creatures.
      • New creature banks.
        • Beholders' Sanctuary.
          Terrain: water.
          Value: 1250.
          Frequency of occurrence: 100.
        • Temple of the Sea.
          Terrain: water.
          Value: 10000.
          Frequency of occurrence: 100.
        • Mansion.
          Terrain: dirt, sand, grass, snow, swamp, lava, rough, subterranean.
          Value: 5000.
          Frequency of occurrence: 50.
        • Red Tower.
          Limit per zone: 1.
          Terrain: dirt, sand, grass, snow, swamp, rough, subterranean, lava.
          Value: 4000.
          Frequency of occurrence: 20.
        • Black Tower.
          Terrain: dirt, sand, grass, snow, swamp, rough, subterranean, lava.
          Value: 1500.
          Frequency of occurrence: 100.
        • Churchyard.
          Terrain: dirt, sand, grass, snow, swamp, rough, subterranean, lava.
          Value: 1500.
          Frequency of occurrence: 100.
        • Experimental Shop.
          Terrain: dirt, sand, grass, snow, swamp, rough, subterranean, lava.
          Value: 3500.
          Frequency of occurrence: 80.
        • Wolf Raider Picket.
          Terrain: dirt, sand, grass, snow, swamp, rough, subterranean, lava.
          Value: 9500.
          Frequency of occurrence: 80.

      • Warehouses.
        • Warehouse of Wood.
          Limit per zone: 1.
          Terrain: dirt, sand, grass, snow, swamp, rough, subterranean, lava.
          Value: 2250.
          Frequency of occurrence: 30.
        • Warehouse of Mercury.
          Limit per zone: 1.
          Terrain: dirt, sand, grass, snow, swamp, rough, subterranean, lava.
          Value: 2500.
          Frequency of occurrence: 25.
        • Warehouse of Ore.
          Limit per zone: 1.
          Terrain: dirt, sand, grass, snow, swamp, rough, subterranean, lava.
          Value: 2250.
          Frequency of occurrence: 30.
        • Warehouse of Sulfur.
          Limit per zone: 1.
          Terrain: dirt, sand, grass, snow, swamp, rough, subterranean, lava.
          Value: 2500.
          Frequency of occurrence: 25.
        • Warehouse of Crystals.
          Limit per zone: 1.
          Terrain: dirt, sand, grass, snow, swamp, rough, subterranean, lava.
          Value: 2500.
          Frequency of occurrence: 25.
        • Warehouse of Gems.
          Limit per zone: 1.
          Terrain: dirt, sand, grass, snow, swamp, rough, subterranean, lava.
          Value: 2500.
          Frequency of occurrence: 25.
        • Warehouse of Gold.
          Limit per zone: 1.
          Terrain: dirt, sand, grass, snow, swamp, rough, subterranean, lava.
          Value: 6000.
          Frequency of occurrence: 15.

      • Hill fort (new one, that allows upgrading 1-5 level creatures for double cost).
        Terrain: dirt, sand, grass, snow, swamp, rough, subterranean, lava.
        Value: 12000.
        Frequency of occurrence: 20.
      • Golem Factory and Elemental Conflux.
        The value is taken as for standard dwellings, but is summed over all proposed beings and divided by 2. The frequency of appearance is the same as the rest of dwellings: 40. Dwellings are available for generation in any zone owned with a town same as the home town of at least one creature dwelling.
      • Freelancer's Guild. Allows to trade units for resources. Value 100, density 50, all dry land terrains, limit of 1 per zone.
      • 3 new Two-way Monoliths and 2 new One-way Monoliths.
        The new Two-way Monoliths are placed before any One-way ones, resulting in a number of One-way Monoliths on the map to decrease.
      • Shrine of Magic Mystery.
        Limit per zone: 1.
        Terrain: dirt, sand, grass, snow, swamp, rough, subterranean, lava, water.
        Value: 7000.
        Frequency of occurrence: 100.
      • Cannon Yard.
        Limit per zone: 1 (together with the War Machine Factory).
        Terrain: dirt, sand, grass, snow, swamp, rough, subterranean, lava.
        Value: 3000.
        Frequency of occurrence: 25.
      • Temple of Loyalty
        Limit per zone: 1.
        Terrain: dirt, sand, grass, snow, swamp, rough, subterranean, lava.
        Value: 100.
        Frequency of occurrence: 20.
      • Skeleton Transformer.
        Limit per zone: 1.
        Terrain: subterranean.
        Value: 500.
        Frequency of occurrence: 20.

    • Cove is generated and available for selection.
      Cove town availability and generation is set by the following rule: if all of the original towns (excluding Conflux) are available, then Cove is available. Otherwise it is unavailable.
      • Cove's native terrain is swamp.
      • Cove players cannot be placed underground.

    • Changed the list of possible factions to set the fraction of dwellings, Pandora's boxes and Seer's huts for the zone without the city, depending on the type of area.
      • How it was.
        Every mention of fractions has 25 % chance have the territory in the area to be its type.
        • Dirt: Castle, Rampart, Necropolis, neutrals
        • Sand: Stronhold, neutrals, Castle, Castle.
        • Grass: Castle, Rampart, neutral, Castle.
        • Snow: Tower, neutral, Castle, Castle.
        • Swamp: Fortress, Necropolis, neutrals, Castle.
        • Rough: Stronghold, Conflux, neutral, Castle.
        • Subterrain: Inferno, Necropolis, Dungeon, neutral.
        • Lava: Inferno, neutral, Castle, Castle.

      • How it is now.
        25% chance that neutrals will be picked for any terrain, otherwise fraction is randomly selected from the list corresponding to the type area with equal chances.
        • Dirt: Castle, Rampart, Necropolis.
        • Sand: Stronghold, Cove.
        • Grass: Castle, Rampart, Conflux.
        • Snow: Tower.
        • Swamp: Fortress, Necropolis, Cove.
        • Rough: Stronghold, Conflux.
        • Dungeon: Inferno, Necropolis, Dungeon.
        • Lava: Inferno.

    • Original object changes.
      • Den of Thieves, Witch Hut, Tavern, Idol of Fortune, Learning Stone, Library of Enlightenment, Hill Fort and the Tree of Knowledge that do not have snow on them are not generated in the snow.
      • Windmill without snow will not generate on snow.
      • Fixed trigger cells of snow-covered Water Wheel.
      • The maximum number of Windmills on the map is reduced from 32 to 10, and their frequency of occurrence from 150 to 90.
      • The maximum amount of Water Wheels on the map reduced from 32 to 10, and their frequency of occurrence from 50 to 30.
      • The maximum amount of Mystic Gardens on the map reduced from 32 to 10, and their frequency of occurrence from 50 to 30.
      • Cartographers have been removed from the random generation.
      • The original Hill Fort has been removed from the random generation.
      • Seer Huts cannot require artifacts that are part of a set artifact.
      • Keymaster Tents were removed from random generation as treasure.
      • Sanctuary now will not be spawning on randomly generated maps.
      • Trading Post value is increased from 100 to 3000.
      • The value of the Obelisk is reduced from 3500 to 350. Added a restriction of no more than 1 Obelisk in the zone.
      • Only 1 Den of Thieves and only 3 Taverns now allowed per zone.
      • Changes to spell scrolls.
        • The value of the scroll level 4 increased from 4000 to 8000. Removed Town Portal and Waterwalk spells.
        • The value of the scroll level 5 increased from 5000 to 10000. Removed Fly and Dimesion Door spells.
        • Added srcoll with Town Portal, Fly, Dimesion Door and (in case of water map) Waterwalk. Value 15000, frequency of occurrence 30, maximum 1 in the zone.
        • Added restrictions on the maximum number of scrolls in the zone.
          • Scroll Level 1: 6.
          • Scroll Level 2: 5.
          • Scroll Level 3: 4.
          • Scroll Level 4: 3.
          • Scroll Level 5: 2.

        • The mechanism of a uniform distribution of spells in the scrolls: Map will always have about the same number of scrolls with all the spells of the same level, and scrolls with the same spells are less likely to be near each other.

      • Value of Estate (Vampires outer dwell) and Hovel (Peasant outer dwell) multiplied by 3.
      • Changed the image for Obelisk generated on underground level.
      • Grass Mystical Garden is not generated on Dirt.

    • Changes to the treasures of the water zone.
      • How it was.
        • Value 100-1000: Frequency of occurence 5.
        • Value 2000-6000: Frequency of occurence 1.

      • How it is now.
        • Value 100-1000: Frequency of occurence 6.
        • Value 1000-4000: Frequency of occurence 3.
        • Value 4000-12000: Frequency of occurence 1.

    • If a creature has multiple external dwellings, each of the succeeding ones will be generated less frequently.
      The frequency of occurrence for dwelling is calculated as the ratio (rounded down, but not less than 1) of the frequency of the dwelling to the number of outer dwellings. If the dwelling has multiple creatures, the minimum frequency is taken across all creatures.
    • HotA version is shown in the description of random map.
    • Decoration of random maps was completely redone. The distribution of objects on the territories and the frequency of their location next to one another was changed.
    • Sir Mullich is available before random generation and Lord Haart is unavailable now.
    • Water elements were excluded from random maps without water.
      • When generating a random map with the ”none” water level, The following items are not generated in the sites and are prohibited in the map settings (i.e., completely removed from the game).
        • Artifacts: Sea Captain 's Hat, Necklace of Ocean Guidance, Boots of Levitation.
        • Spells: Summon Boat, Scuttle Boat, Water Walk.
        • Navigation secondary skill.

      • On random maps without water available (including the starting ones) heroes Beatrice, Kinkeria and Derek, but the heroes are not available: Sylvia, Woy and Haram.
      • Sylvia, Woy and Haram are available on random maps with water (including as starters), but Beatrice, Kinkeria and Derek are unavailable.
      • When you click on a random water level in the random map settings, selection will be made immediately because available starting heroes depend on it.

    • Creature weeks, creature months and plague are disabled for random maps.
    • New map size support: H (180x180), XH (216x216), G (252x252).
    • Cheat-code for revealing entire map works properly.
    • Number of prisons is limited so that no less than 128 heroes remain available and at least 2 of every class.
    • Fixed the possible obstacle overlapping on object images.
    • Fixed the road creation method.
      • Removed the possibility to path through a bugged way.
      • Removed the possibility for cities and docks to not be connected with a road in the same zone if that zone main town has fort.
      • Fixed the bug when the Prison could block the path.

    • Fixed an incorrect alignment of the multi-path connections.
      If the template had n connections between the same zome pairs, 2n - 1 pairs were generated instead.
    • Object guard tilting bug fixed. It's now impossible to trigger said objects without alerting the guard.
    • Spawning objects with several entrances has been fixed. Now they are only spawned as solitary objects, not as a part of a group.
    • RMG zone size now matches the settings defined by template more accurately.
    • Land decorative tail level was decreased from 4 to 1.


  • General gameplay innovations.
    • Negative luck was introduced.
      While under effects of negative luck (-1: 1/12 -2: 1/6, -3: 1/4) the stack has a chance to cause half the damage. Hourglass of the Evil Hour neutralizes luck only if it is positive.
    • The creatures in battle without a hero can now be subjected to the effect of good and bad luck.
      Originally luck never worked for creatures with no hero, even if it was positive for them.
    • Towns with Fort always have level 2 dwelling built by default.
    • Heroes with a starting army always have all troops (and a war machine), without the possibility of absence of any of them.
    • Accumulation in the map located dwellings.
      • Dwellings accumulate creatures on a by-week basis.
      • Starting number of creatures in dwelling: 1 gain.
      • Increase of creatures in dwelling: +1 gain.
      • Creatures do not accumulate in dwellings that do not belong to a player.
      • During the plague months, the amount of creatures in the dwelling is not increased, but decreases by 2 (rounded down). Dwellings that do not belong to the player are immune to plague month.

    • Enhanced spell restrictions on a map.
      • Rainbow (Grail structure of Conflux) does not allow to learn the forbidden spells.
      • Artifacts: Tome of Water Magic, Tome of Earth Magic, Tome of Air Magic, Tome of Fire Magic, Spellbinder's Hat do not add prohibited spells to the hero. In case of restriction of all the spells one of these artifacts add this artifact would be restricted automatically.

    • The amount of skeletons raised by necromancy is halved.
      • Necromancy raise 5%-10%-15% enemy's dead as Skeletons instead of 10%-20%-30%.
      • Amulet of the Undertaker increases Necromancy skill by 2.5% instead of 5%, Vampire's Cowl - 5% instead of 10%, Dead Man's Boots - 7.5% instead of 15%. Cloak of the Undead King raise 15% enemy's dead as Skeletons instead of 30%.
      • Necromancy Amplifier increases Necromancy skill by 5% instead of 10%.
    • Scouting skill now add +1/+3/+5 cells to hero sight radius instead of +1/+2+/3.
    • Native terrain bonus on the underground depends on the particular terrain (originally it was always considered subterrain).
    • Shackles of War effect applies only when both sides in the battle have heroes.
    • Fly and Dimesion Door spell changes.
      • To trigger a guarded object while flying (if the object in question is not a freely passable one, like a friendly Garrison), you will now have to first land on an adjacent tile and fight the guardians.
      • If a hero moves to a guarded tile after casting the Dimension Door, combat will start. Casting cursor will change its appearance if that's the case.

  • SoD bug fixing (version 3.2).
    • Fixed a crash (when loading the map) that was associated with the generation of rumors in the Tavern.
    • AI returns from an endless loop when having a huge army.
    • AB dependency for playing the Conflux was removed.
    • Menu buttons coordinates fixed.
    • Fixed handling of negative indent letters which caused part of the text to not display correctly.
    • Fixed limited ammo incorrect behavior.
      • War Machines cannot shoot with a zero or negative ammunition. If the war machine cannot shoot it skips a turn in the same manner as First Aid Tent when it has nobody to heal. Arrow Towers have unlimited ammo.
      • Added a shot cost for shooting at the wall.
      • Fixed a bug with double shooting with a single remaining shot.
    • Fixed a bug that caused Fairy Dragon to use the spell number rather than chance for spell casting was fixed.
      The incorrect chances were following:
      • Ice Bolt: 16/153
      • Lightning Bolt: 17/153
      • Fireball: 21/153
      • Magic Arrow: 15/153
      • Frost Ring: 20/153
      • Chain Lightning: 19/153
      • Meteor Shower: 23/153
      • Inferno: 22/153

      Now the Fairy Dragon uses these chances:
      • Ice Bolt: 22%
      • Lightning Bolt: 22%
      • Fireball: 21%
      • Magic Arrow: 10%
      • Frost Ring: 10%
      • Chain Lightning: 5%
      • Meteor Shower: 5%
      • Inferno: 5%

    • Fixed the ”neutrals carrying” bug.
      Now if there are neutrals in the army, even if in first slots, the hero cannot ignore the terrain penalty due to the fact that this terrain is home terrain for some creature. The hero moves across any terrain without penalty if it he has no creatures.
    • Fixed an incorrect calculation of bonus damage for Arrow Towers.
      Now the additional damage of Towers is correctly calculated with all the modifiers.
    • Fixed the sounds of Rogue creature. Uses its own sound instead of Gremlin's sound.
    • Fixed an issue due to which a message is written in the log in the first round of the battle after the tactical phase.
    • Fixed a minor bug due to which a very short animation would cause no damage to the wall (5 or fewer frames).
    • Corrected the description of the creatures in banks and vaults.
      Now the descriptions do not have a comma after the last name.
    • Fixed the cloning of two-hex creatures.
      The clone of a two-hex creature will no longer overlap itself.
    • Fixed a crash due to expiration of Wall of Fire or Force field when it was removed with Remove Obstacle spell.
    • Removed the looping of an action animation if the animation was too short.
    • Removed the clone spell sound playing if the spell has failed.
    • Fixed the display of stack attack icon based on bonuses.
      Now a range attack is always considered if possible, and melee attack is considered if ranged is impossible.
    • Fixed a crash or misrepresentation of artifacts while selling if there are less than 5 of them, and they are not on the very first slots in backpack.
    • Fixed the random generator bug which allowed occurrence of outer dwellings, Pandora's Boxes and Seer's Huts where they were unplanned.
    • Fixed the random generator bug that was choosing one of the player's starting heroes for the Prison.
    • Fixed the random generator bug that disallowed the generator to use some colors of the Keymasters.
    • Fixed bugs related to the flying creatures in a quick battle.
    • Fixed fractional number of zones in the 8XM8 template.
    • Corrected information about the selected players' towns in the description of a random map.
      Now the numbers of the selected towns are shown, and not the numbers of the actual players.
    • Fixed incorrect intervals between offers to take Wisdom and Air/Water/Fire/Earth Magic for Elementalist.
      Earlier Elementalist was offered Wisdom no later than 6 levels after the previous offer, and the all types of Magic were offered every 4 as for all Might heroes. Now Wisdom and all types of Magic are offered no later than level 3, as for all Magic Heroes.
    • Fixed bugs in the dialogue of Hill Fort.
      • Removed the gold icon near the portrait of a creature if the creature cannot be upgraded, or if the upgrade is free.
      • Resources required for upgrade are removed after the upgrade is complete.

    • Fixed not resetting the ”visited” flag on map start for many game objects (such as Keymaster tents).
    • Added display of Hourglass of Evil Hour to the list of modifiers of hero luck.
    • Fixed calculation of the level of luck for AI for the Faerie Ring, Swan Lake, Mermaids and luck bonuses from a Pandora's Box or Seer Hut.
    • Fixed coordinates of icons that indicate the status of morale and luck of a hero in kingdom screen.
    • Fixed the Angelic Alliance AI value and the according crash that was related to it.
    • Fixed a bug of selling the artifacts not by their price.
    • Fixed some ”not me” bugs.
      • Fixed the object reading tips for another player.
      • Fixed the ”next hero” button during the enemy turn.
      • Fixed the ability to view the enemy city and a related crash.
      • Fixed viewing window built on behalf of another player.
      • Fixed a miscalculation bug that allowed to buy a maximum unit count according to another player's resources.

    • Removed the ability to use any of the buildings in the city during the enemy turn.
    • Fixed AI's unawareness of existence of Artifact Merchants in Conflux.
    • Fixed the stack separation dialogue bugs, as well as the transferring of the last hero stack.
    • Fixed the false appearing of Pikemen in the Refugee Camp.
    • Fixed bugs in AI - AI battle.
      • Fixed passing of artifacts after the AI-AI battle to the wrong hero.
      • Restored missing own damage of the shooters.
      • Restored the selection of action for the defender.
      • Ignoring the walls is now considered not only for the Arch Magi, but also for the Enchanters, Sharpshooters and Mages, as well as for the hero who owns the Golden Bow or Bow of the Sharpshooter.

    • Fixed a bug in the online game when the client could not select a hero if it had a random hero available but not a town.
    • Fixed creature bugs while under the ”Berserk” spell.
      • The shooting squad shoots at the closest hex of the closest squad possible (if there are several equidistant squads, one is chosen randomly).
      • In melee combat, a squad always chooses the closest enemy and hex that is easiest to reach. If there are several equidistant squads, one is chosen randomly. The squad does not pass a turn if it is possible to reach the target.

    • Fixed the lack of consideration of danger to strike all near targets in an AI battle while playing as a human (in auto-fight, fast combat and gosolo).
    • Fixed a bug when a flying creature would skip a turn when the enemy is within the attacking distance, but blocked by obstacles.
    • In a Witch Hut in RoE and random maps all skills except leadership and necromancy may be given, not just skills with numeration up to 16.
    • Sir Mullich was moved to Lord Haart place that he occupies in RoE.
    • Sir Mullich is available for selection as a starting hero on random maps.
    • Fixed an AI bug due to which it was incorrectly considering the owner of the stack for a spell.
    • Fixed a bug with Sacrifice. If a player has one squad, and somebody perished in it, earlier no log was shown and the spell was unavailable for casting. Now the log warning the player appears.
    • Fixed a bug with reversed elementals' levels in some calculations.
    • Fixed a bug with deleting the last character in the string on the number of artifacts of the hero in the tavern.
    • Fixed a bug when battle machines were included in the cost of buyout.
    • Fixed a bug when buying a hero out, improving the Scouting skill, or using an artifact regarding the view radius. Previously, the view radius was updating after the move.
    • Fixed an AI bug in Tactics phase that moved a two-hex creature 1 hex closer to the enemy than the skill permitted.
    • Removed mana usage when attempting to use Dimension Door from land to sea or vice versa.
    • Fixed incorrect settings of the army of the random hero in respect to his city.
    • Fixed incorrect display of the Golem Factory and Elemental Conflux in the kingdom screen and after.
    • Fixed a bug with the possibility of the Phoenix to rise again after their death with the disappearance of the corpse (eg, sacrificing in presence of Orb of Vulnerability).
    • The route arrows of the hero are updating after casting a spell, adding/removing an artifact or visiting a magical object.
    • Fixed the random map generator bug that sometimes allowed to break the limit cap on some objects if they were put simultaneously in the same zone.
    • Fixed buggy appearance of SoD and AB artifacts on RoE maps.
    • Fixed starting armies of campaign heroes (all of them had quantities of Castle heroes)
    • Fixed SoD bug: if in some round unit has received turn for the first time during waiting phase (for example, it was blinded and hit during waiting phase), some parameters were not recalculated, which resulted in infinity AI loop
    • Fixed bug of map choice dialogue. Some incorrect settings could be set automatically if to switch several times between random and custom map
    • Fixed bug with Fairy Dragon cast hint appearing not only for the current player, but for his opponents as well
    • Fixed a bug with Fairy Dragon not being able to choose a target for a cast if you've already casted with your hero
    • Fixed bug with opponent being able to invoke Fairy Dragon cast dialogue on your turn.
    • Fixed some incorrect default creature amounts on the map.
      • Serpent fly: from 10-20 to 12-25.
      • Dragonfly: from 10-16 to 12-20.
      • Basilisk: from 8-16 to 10-20.
      • Greater Basilisk: from 8-12 to 10-16.
      • Gorgon: from 12-25 to 8-16.
      • Mighty Gorgon: from 12-20 to 8-12.
      • Fire Elemental: from 16-25 to 10-20.
      • Energy Elemental: from 12-25 to 10-16.
      • Psychic Elemental: from 8-16 to 5-12.
      • Magic Elemental: from 8-12 to 5-10.
      • Phoenix: from 4-10 to 3-8.
    • Fixed the overlapping of images in some dialogues.
    • Fixed not renewing cursor after opening/closing certain dialogues.
    • Added missing icons of campaign bonuses (Advance and Expert First Aid).
    • Fixed a bug: AI believed death cloud of Liches and Power Liches affect any non-undead creature, although it affect only alive creatures.
    • Badge of Courage no more gives mind spell immunity.
    • Starting skills: Uland's Wisdom and Deemer's Scouting - downgraded from Adv. to Basic (each of them has 2 starting skills).
    • Fixed a RMG bug with a shifted two-cell garrison near the monolith. Fixed round roads around monolith.
      You cannot escape the monolith without facing the guards now. This would also cause a crash while generating a map sometimes.
    • Fixed the mixed up icons of View Earth and View Air.
    • Interface fixes.
      • Fixed the shifted garrison menu.
      • Fixed the shifted creature purchase menu.
      • Fixed the position of a teal player flag in the additional options menu while selecting a map.
      • Fixed the image of second movement speed button in the adventure map menu.
      • Map selection menu fixes.
      • Fixed preview window sizes on RMB of hero and city.
      • Numerous fixes in custom campaign menu.
      • Numerous fixes of trade window (including those leading to crashes).
      • Numerous fixes of sacrificing window.
      • Fixed the Tavern exit button.
      • Fixes of Skeleton Transformer window.
      • Fixes of the hero trade window.
      • Fixes of the built-in campaign selection menu.
      • Fixed the player flags that would sometimes not fit in the designated area in map and scenario selection menus.

    • Fixed some AB sound delays.
    • Fixed a bug with Harpy return after the Dendroid attack.
    • Fixed a RMG bug that caused a snowy market to appear more than once in a zone.
    • Fixed a bug with Forgetfulness being mass effective already at an advanced water magic.
    • Fixed a bug with a duplicate character in the scenario replay.
    • Fixed a bug with inability to resurrect the corpse at gates hex during the siege of the city.
    • Fixed the mixed up external dwellings in the kingdom view.
    • Fixed a RMG bug with road pithing directly through obstacles between two monoliths of the same type. This happened if the monoliths were on the same horizontal or vertical line and had a road access.
    • Fixed a bug when summoned and sacrificed creatures could be raised using necromancy. It also worked on raised demons (not counting the original demon creature).
    • Fixed a bug that caused an incorrect estimation of movement points and incorrect cursor number due to improper analysis of the movement pool of the hero.
    • University does not offer necromancy.
    • Fixed a memory leak after exiting the campaign selection menu.
    • The damage for spell shown in the spell description now accounts for the hero specialization if the damage is not dependant on the target parameters.
    • Fixed errors of "nwczion" cheat-code effect on towns with Shipyards placed not near water.
    • It is no longer possible to cast Dispel on a unit that has only poison or Disrupting Ray effect (these effects cannot be removed by Dispel).
    • On RoE maps, Conflux heroes are now allowed for hire, while set items, the Armageddon's blade and the Vial of Dragon's Blood have been disabled.
    • Fixed a bug when a player could once again visit the Sirens after a combat.
    • Fixed bugs of Fly spell with interruption the flight on forbidden cells. Interrupting the flight above a guarded tile will now trigger combat.
    • Fixed the mixed up descriptions of Blood Obelisk and Glyphs of Fear in the Fortress.
    • Freelancer's Guild now has ambient sound and triggering sound effects.
    • Map objects limit was increased from ~32000 to ~65000.
    • Fixed a bug with savegame loading when there are 128 Signs on map.
    • Fixed the description of Luck bonuses on a creature (not in battle) when total Luck is more than 3.
    • Fixed crash sometimes caused by starting large map after playing on small one.
    • Fixed route through the water shown for hero on land from the cell near dock that was owned by computer which dead after attaking by its last hero.
    • When Artillery skill guarantees increased Ballista and Cannon damage, it will now be displayed when checking potential damage and in AI calculations.
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Текстовая версия Сейчас: 1 September 2016 - 00:42
Copyright by Алексей Крючков
Strategy Gamez by GrayMage
Programming by Degtyarev Dmitry
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