If Weakness is already applied, casts Disrupting Ray (Basic level). Casts Weakness for 3 rounds on an attacked stack. If at least one creature was killed by the attack, a second blow is inflicted. Ability doesn’t work if shooting at creatures behind walls. X = 3 multiplier for shooting without penalty and X = 2 if shooting with penalty. 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). Random map zone without towns can become Cove zone if its terrain is sand or swamp. 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. After the construction of the Lodestar, Cove creatures move on any without penalty. On HotA maps Cove availability for a player can be set in map properties, otherwise Cove is available by default. Rule of availability for a player on original game (RoE/AB/SoD) maps: if all towns (or all towns except Conflux) are available, Cove is also available otherwise, Cove is unavailable.Cove is a new type of fraction and town with all the necessary elements.This list contains all noticeable additions concerning gameplay. Actually, ill go test if I can tell any difference.Horn of the Abyss (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. hey, if your enemy dont get to act as much, they are less deadly.ĭoes anyone know if unit speed still affects your hero movement on the mainmap like in previous homm games? Hopefully not, ive always found that to be annoying since youd have to leave some of your slower units behind, basicly just never getting to use them in the game. Iniative affecting spells/items are defintly one of the best tactics ingame. Respectivly the "Haste" spell increases target Iniative which similar amounts depending on your Light Magic level. The "Slow" spell debuffs the targets Iniative by 25%+ depending on your Dark Magic level. (guess they got lot to reflect upon, being recently dead and all.) Zombies for example have very low iniative, you can notice that by most units being able to do things twice (or some even three times) as much as the poor Zombies. Iniative affects how big the delay inbetween the units actions is. Speed affects how many tiles your unit can move on the combat map.
It could mean speed or initiative stat, or even a formula involving both.
Homm iv speed haste stack manual#
The manual says that your movement in adventure map depends on the speed of your slowest unit, but the word speed there isn't very specific. Īnd does speed of the units affect the movement points of the hero on the adventure map? Depending on the unit initiative it will move more to the right or the left at the initiative bar, if it's slower or faster respectively.ĭoes speed influence the order in anyway or it just decides how many tiles the unit moves.
It comes into play whenever you move your unit. No, in fact the starting position is semirandom (though I think that initiative has some influence there too). Does initiative come into play only at the start of the combat deciding the order in wich the units attack?