
u/loopuleasa

My favorite AFK spot. It's a shame to travel alone, so I offer travelers my silent company.
Can we get this line in city screen for quick maths (Show how much unit production worth of gold your city has at a glance)
Suggestion: Show skill synergies at a glance (And grayed out if inactive)
Place your bets. What will the ULTIMATE unit be?
I will pull the trigger in two hours
M4 W1 D1 now btw, no SAVESCUMMING
we only got one roll, who will guess it correctly
THE BUTTON HATH BEEN PRESSED https://www.reddit.com/r/OldenEra/comments/1tc69q6/the_button_has_been_pressed/
Tip: On scarcer map templates (and single city starts), the gold upgrade is much better than you think
Here's how you make all your units have TRIPLE the HP turn 1 of combat
- Grab thaumaturgy
- Grab daylight magic (or build many mage guilds for +1 spell levels)
- Learn Radiant Armor eventually
- Manually upgrade thick hide and optical illusion and radiant armor in observatory
- Have a phoenix in your army for max initiative to cast spells first
- Enter combat
- Cast Radiant Armor and Thick Hide (or optical illusion if enemy is heavy ranged)
- You now have 70% damage reduction (which means 333% effective HP)
- Bonus: Grab defense on the map for more damage reduction (it scales well)
- If your opponent does not have max rank Wean, win the game
EDIT: The damage reduction is multiplicative, which is closer to 2.5x effective HP, but still pretty damn good
Twilight needs less duration scaling with spell power, it lasts waaaay too long with way too little spell power
And it is a TIER 3 spell! (meaning 4 turn cooldown timer)
Right now the only counterplay is to have max level Inner Light to dispel Twilight, or to not invest much into ranged units at all.
You CANNOT wait out the spell. The fight will be over.
Twilight is the strongest debuff in the game by far, in normal mid to lategame one cast of twilight and your ranged stack damage goes to zero for 7+ turns (longer than the duration of the fight)
Right now it scales as such:
- Default Twilight: 1 turn
- Spell level 2+ Twilight: 2 turns
- 7 Spell Power Hero + Twilight: 3 turns
- 13 Spell Power Hero + Twilight: 4 turns
- 19 Spell Power Hero + Twilight: 5 turns
- 25 Spell Power Hero + Twilight: 6 turns
- ...
You see what I mean?
Every 6 turns +1 duration is too much scaling, it needs to be every 12 spellpower, at least
Proposed new scaling:
- Default Twilight: 1 turn
- Spell level 2+ Twilight: 2 turns
- 13 Spell Power Hero + Twilight: 3 turns
- 25 Spell Power Hero + Twilight: 4 turns
- 37 Spell Power Hero + Twilight: 5 turns
- 49 Spell Power Hero + Twilight: 6 turns
- ...
Looking at the numbers honestly, it looks broken even at 12 spellpower lol
Heroes would still hit insane duration twilights, but at least now they will need to be Magic heroes, not Might heroes.
Radiant Armor needs to be single target at max level, it doesn't fit to be a mass spell
40% damage reduction is insane
but for ALL YOUR ARMY??
this is the strongest buff in this game by far
its purpose and thematic is to be the giga tank spell for ONE tank (your power stack)
It is Radiant Armor not Radiant Armors (plural)
Maybe make the upgrade path 30-40-50 damage reduction instead
PSA: There is a great wiki page with all skill synergy bonuses, it would be nice if the icons would show on levelup in-game
https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/Hero_Skill_Synergies
easy bookmark for me until then
I wanna make an image showing all cross-skill synergies in one image
Anyone know them off the top of their head?
Do they exist on a wiki page?
maybe they should be a separate wiki page too
Short tutorial on how Reduced Terrain Penalty works
Talking about effects like the Scouting tier 2 subskill
Basically:
- Hero starts with 175 move points
- Movement on road: 7 move points
- Movement on dirt road: 8 move points
- Movement on native terrain: 10 points
- Movement on non native terrain: 14 points
- Movement on non native terrain with Pathfinding: 12 (the above 4 points penalty is halved). That means you move 15% better off-road.
- Moving diagonally for all above scenarios is +40% move cost on top
- Terrain is considered native if your hero is native
- Terrain is also considered native if your entire army is native
Each ground has a certain color theme belonging to each of the 6 factions.
You hate getting debuffed? Get max level inner light
No more twilight for your opponent
Here is the rule for surround encounters: N shape, traced backwards.
What is the positioning rule in the surrounded scenario? Is it random?
Olden Era tierlist so far (for Single Hero 1v1)
source Lexiav #6 on ladder https://www.youtube.com/watch?v=XfOHYZohpbA