
r/OldenEra

Confirmed: How the AI "Cheats"
After another suspicious rush on week 2, I downloaded a cheat addon for BepInEx to watch the AI play and see how it behaves. Did they get lucky with Pandora's boxes or Artifacts? Do some fancy hero chaining?
Nope!
How the AI "cheats" is pretty simple: They can't lose units while fighting neutrals. Not a single one. For instance, I observed Week 1 Hive heroes run face first into archers and not lose a single unit. As anyone who's played Hive knows, that's not possible.
And before "they probably used magic or had some badass scroll" - nope! I inspected their starter areas. I observed the same behavior in 4 different AI Heroes. Not only were at least half of them Might heroes, Magic Heroes can rarely do a perfect clear in week one anyway. Not only are your spells too weak to wipe the bad guys yet or last long enough for you to crowd control, Archers will get shots off.
The AI doesn't just attack anything though - they do obey some kind of logic where their army has to be sufficiently strong before attacking a neutral stack. But since they never lose anything, their snowballing is literally perfect.
When you encounter the AI, their hero hasn't lost a single unit since the game started unless they moved them to a different hero or encountered an enemy hero. That's why they have heaps of artifacts and 2-3x the Tier 1 units you do: they can't suffer any incidental attrition from clearing.
With no attrition, they hit the critical mass of units required to break pretty quickly - and lose nothing in the break. Their next move is then to break into the following zone - which is sometimes the one that leads to your base.
Now, why do I put "cheats" in quotation marks? Because there's a pretty good chance this is a bug. There are way cleaner and much more believable ways to help your floundering AI than to simply disable losses in battle - that leads to unrealistic army sizes, like we're seeing now.
The theory this is a bug is also supported by the fact it happens on all difficulty levels. I could see this as a feature of Unfair, which is outright described as cheating, but Normal and Hard? It doesn't make sense there.
So yeah. As far as I've observed, the AI is absolutely cheating. I just kind of doubt it's actually intended to be cheating in this way.
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/
Did you know? nr. 20 - Remembering the heroes from Heroes III
Hive at its peak. Every day we find another thing more OP than the previous day. Good
In Tournament Map Template (short format) Hive player gathered 560 T1 units and 712 T2 units. 220 T4 units
19 Fully upgraded and awakened Energy Phoenix loses 16 to their counterstrike
Footage of being Jump-scared by 1500 Units in Tournament format
We commit an act of war in the first mission and the game just glosses over it
So a human settlement is destroyed by magic unextinguishable fire, and the Triumvirate decides to investigate. They do this by sending spies and a small military force into another faction's territory without their knowledge or permission. When the Temple tries to enforce its borders we kill them on their own land. Despite this being a fucking act of war, the game treats it like a minor nuisance and tries to tell me the Temple are assholes for not immediately trusting my foreign army. For all they know Alvar could be behind the fires. Am I crazy for fixating on this?
Do you think OE should focus on single player or PvP and why?
Had a recent discussion on how some games are built around single player but have multiplayer built into them (e.g HoMM3), and how some games are built on multiplayer but can be played solo (e.g Destiny 2).
For example PvP focused templates are vastly different from PvE ones, plus balancing can vary between the modes like how older games had some strats banned in multiplayer. This also means any new content etc.
What would you prefer the devs to focus on yourself and why?
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
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
Duo Hero Mode
Single Hero mode is becoming the "main" way of playing Heroes online it seems. Every YouTuber I come across strictly makes guides and tier lists ONLY about single Hero mode. When they talk about Heroes and Spells, they rate their usefulness exclusively on how it performs in Single Hero Mode.
Personally I think that's alienating a lot of what Heroes has to offer which a 2 Hero mode would solve. I think Duo Hero mode would have the best of both worlds. You don't need to micro 8 Heroes at a time like in Jebus Cross, but support Heroes would have a place to shine.
It would be nice to have a "Duo Hero Mode" as an alternative option in the future.
Victory conditions should be session settings, not baked into maps/templates
I really like Olden Era so far, but I think the current game setup flow mixes concepts that should probably be separate.
Right now, some things that feel like session rules are presented as if they were properties of the map/template. For example, a template can appear to be tied to something like “Final Battle”. To me, that is confusing, because the map should define the board: size, layout, player count, zones, starting positions, roads, resources, neutral density, and so on.
Victory conditions should define how the match is won.
Those are different layers.
A cleaner structure would be:
Map / Template
Defines the battlefield:
Blitz
L (128 × 128)
Players: 2
Template layout / thumbnail
Hero Rules
Defines hero constraints:
Hero limit
Single hero mode
Other hero-related restrictions
Victory Conditions
Defines how the session ends:
Defeat all opponents
Tournament Mode
Final Battle
Other objective-based win conditions
The important part is that Tournament Mode and Final Battle should not be treated as map parameters. They are victory conditions that only become available when the hero rules allow them, specifically, when each player has a single hero.
So if Hero Limit is greater than 1, those victory conditions should simply be disabled or locked, with a clear explanation like:
“Requires Hero Limit = 1.”
If Hero Limit is 1, they become selectable.
This makes the setup screen much easier to reason about:
The map answers: “Where are we playing?”
The hero rules answer: “What are the hero constraints?”
The victory conditions answer: “How do we win?”
The difficulty/gameplay settings answer: “How hard and how fast is the session?”
I also think this removes the need for a separate “Game Mode: Classic” field. If “Classic” is just the normal adventure mode, then it does not need to another option of quick game.
The current system feels confusing because it makes the player infer too much from the template itself. A new player may reasonably wonder: is “Final Battle” a map type, a game mode, a victory condition, or a special rule? The UI should make that explicit.
That's my two cents.
What do you think?
Suggestion: Show skill synergies at a glance (And grayed out if inactive)
I Dominated My Friends for Years. Then I Tried Online
I’ve been an occasional HoMM veteran since HoMM 3 came out. Playing with 4 or 5 friends, I win about 95% of the time, so after 100 hours in Olden Era with friends I decided to play an online match against randoms.
Sprint map: the enemy barely beats me in the first round, but then in the second round he shows up with those stats, summons some avatar with a gazillion HP, and then he summons 139 Starchilds that one-shot my entire army
Is this just normal and I was simply a big fish in a small pond or there are cheats involved?