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魔法门之英雄无敌:上古纪元 Heroes of Might and Magic: Olden Era

魔法门之英雄无敌:上古纪元 Heroes of Might and Magic: Olden Era

Heroes of Might and Magic: Olden Era

¥149.00

🏷️ RPG, Strategy, Early Access

开发商:Unfrozen 发行商:Hooded Horse 发行:2026-04-30

🔥 当前在线:7,091 · 📈 历史最高:7,884 · 💰 史低价:¥149.00

《魔法门之英雄无敌:上古纪元》是誉满全球的回合制策略经典《英雄无敌》系列的正统前传。集结浩荡大军,施展撼天动地的法术,在单人战役与多人对战中荡平群敌。

游戏预览

配置要求

最低配置

系统
Windows® 10 (64-bit)
CPU
Intel® Core™ i3-10300 (quad-core) / AMD® Ryzen™ 3 3100 (quad-core)
内存
8 GB RAM
显卡
NVIDIA® GeForce® GTX 1650 (4 GB) / AMD® Radeon™ RX 5500 XT (4 GB) / Intel® Arc™ A580 (8 GB)
存储
8 GB available space

推荐配置

系统
Windows® 10 (64-bit)
CPU
Intel® Core™ i5-12400T (hexa-core) / AMD® Ryzen™ 5 5500 (hexa-core)
内存
16 GB RAM
显卡
NVIDIA® GeForce® GTX 1660 (6 GB) / AMD® Radeon™ RX 5600 OEM (6 GB) / Intel® Arc™ A750 (8 GB)
存储
8 GB available space

在线人数趋势(最近 7 天)

在线人数(7 天)

价格历史(90天)

游戏简介

《魔法门之英雄无敌:上古纪元》是誉满全球的回合制策略经典《英雄无敌》系列的正统前传。集结浩荡大军,施展撼天动地的法术,在单人战役与多人对战中荡平群敌。

更新记录

Patch #12: Bug Fixes & Improvements steam_community_announcements
Greetings, Heroes!

Following Patch #11, we've put together a smaller follow-up patch addressing bugs and rough edges that surfaced after its release. No sweeping changes this time — just a focused round of fixes to make sure everything introduced in Patch #11 is working as intended.

Full patch notes are below. Good luck on the battlefield!

Steam reviews — thank you!

Your reports and feedback after Patch #11 helped us identify and prioritize the issues addressed in this update. Keep them coming — they go straight into our bug tracker. Thank you for your support!

Changelog

v. 0.80.34

Bug Fixes


Jebus Tournament: The absence of a player’s starting hero at the beginning of a tournament battle no longer crashes the game.


Fixed the hotkey for "Heroic Strike".


Fixed a bug where the match timer incorrectly continued running for both players while simultaneous turns were stopped.


An enemy hero executing a strike while under the effect of "Mirage" no longer crashes the game.


An opponent leaving Arena Mode while selecting a target for an ability no longer crashes the game.

Balance


Balance adjustments from the previous patch over-nerfed Magic heroes in Arena Mode; as a result, we are decreasing the starting unit counts offered during the draft phase.


"Sorcery": Magic Damage bonus increased: 10/20/30% → 20/30/40%.


Magic Damage specialists (Sorcery specialists) have been adjusted: they now gain a 15% + 5% bonus per 3 hero levels (previously 10% + 1% per 1 hero level).


"Stables" have been completely blocked from generating on Sprint template (for good this time, good riddance).


The size of the player starting areas on Jebus Tournament template has been slightly reduced. Guard strength for both standard guards and central area gatekeepers has been slightly decreased.


"Point of Balance" objects can no longer generate in players' side areas on Helltide.

Localization

Fixed a translation memory error where the Chinese localization for Angels (and Archangels) was accidentally reverted to 光明者. The correct official term (天使) has been fully restored.

Official Wiki

New to the series or a returning veteran? We have an Official Community Wiki for you to master the art of war! Thanks to active community members, it has detailed breakdowns of unit stats, spell tiers, and other detailed data for those who wish to dig deeper. You, our community, are the gift that keeps on giving!

Join the Community

Stay informed and share your victories with the community! Follow us on Discord, Steam and Facebook for the latest patch notes, community discussions and chit chat with our team! We would also like to take this opportunity to give a shoutout to the unofficial community subreddit, where you’re also welcome to share your thoughts!

With love,

💙 Unfrozen Team
查看 Steam 原文 →
Hotfix: Battle Magic, Save Loading & Description Fixes steam_community_announcements
Greetings, Heroes!

A quick hotfix is here to address a few issues discovered after the previous update — including a bug affecting Advanced-tier Battle Magic, a save loading issue, and some incorrect skill and law descriptions.

Full patch notes are below. See you on the battlefield!

Changelog
v. 0.80.33


Fixed incorrect behavior of the Advanced Battle Magic.


Fixed a bug where some saves would not load.


Fixed an error in the description of the Summon Avatar skill.


Fixed an error in the description of the "Dungeon Masters" laws of the Dungeon faction.

Thanks for your reports — keep sending in bug reports, it helps us make the game better!

With love,
💙 Unfrozen Team
查看 Steam 原文 →
Patch #11: Necromancy Update, UI Tweaks and Balance Changes steam_community_announcements
Greetings, Heroes!

We are excited to present a massive and fresh update, with a special focus on balancing faction mechanics, fixing exploits, and improving overall gameplay convenience. Based on your feedback and collected statistics, we have prepared a series of large-scale changes that will noticeably refresh the current meta.
Main highlights of this patch:


Necromancy. We have completely reworked the core logic for raising undead after combat. You can now raise enemy units into undead even if you did not have creatures of that exact tier in your army. Along with this, the energy cost to raise creatures has significantly changed, and we have added helpful elements to the UI, including the ability to manually recycle fallen enemies into Necromantic Energy directly in the combat results window.


Other Faction Skills. Changes have been made to Schism's "Abyssal Communion" (the effect now applies to non-Schism faction units as well), as well as to Hive's larvae mechanics, shifting their gameplay focus toward their explosive potential.


Battle Magic and Summon Avatar. Following recent balance adjustments and nerfs to Might heroes, Mages have significantly solidified their position. We are reverting the base stats of "Battle Magic" to their original values. The heavily debated "Summon Avatar" skill has also been adjusted — the base version is weakened, but you will now have more options for situational upgrades via its sub-skills.


New “Tournament” Win Condition Templates. New competitive templates have been added to the random map generator — Jebus Tournament and Outcast Tournament, featuring uninterrupted simultaneous turns, alongside the hybrid templates called Mix and Galaxy.


Template Rotation. The template rotation pool has been updated for both Classic Mode and Single Hero Mode, and the faction pick-and-ban order between players has been slightly adjusted.


Bug Fixes. Among other fixes, we eliminated an exploit that allowed Temple players to infinitely gain resources on the Global Map, resolved an issue with incorrect Dungeon dragons alternative attack damage, and fixed errors related to loading multiplayer saves.
⚠️ Reminder: Intentionally exploiting in-game bugs in competitive play can result in a temporary or permanent multiplayer ban! Engaging in such behavior may also violate the rules of the platform you're playing on, risking a platform-wide ban. Don't jeopardize your account for a dubious advantage — play fair! ⚠️

Thank you so much for your support, for developing the official community wiki, and for helping us make the game better!

Steam Reviews: Keep Them Coming!

We read every single review — and this patch is proof. Your feedback on Necromancy directly shaped the changes you see today. If you haven't left a review yet, now's a great time: it helps us understand what matters most to you and guides what we tackle next.

Changelog

v. 0.80.31

Bug Fixes

Combat and Creature Behavior


Fixed a bug where dragons dealt half damage with their alternative attack when choosing certain strike directions.


Fixed the description of the "Vampirism" passive ability for Vampire Lords and Vampire Scholars.


Fixed a bug where Stinging Ra’Shoth counterattacked while under the effect of "Staggering Hits".


Fixed a bug where the "Weakening Venom" and “Poisonous Blood” abilities of Chthonic Hydras and Infernal Hydras increased damage dealt instead of reducing it.


Fixed a bug where the "Mirror Copy" spell effect could be dispelled, leading to the indefinite existence of the created copy on the battlefield.


Added the correct cooldown time for the "Lightning Bolt" ability of Thunder Qilins.


Fixed a bug where the max-level "Guillotine" spell failed to trigger on stacks with full HP.


Activating active skills or performing a counterattack animation in combat no longer resets the player's current selection from the active abilities panel.


Fixed a bug where Grove faction Might heroes in Arena Mode were offered an incorrect set of skills to choose from.


Fixed an incorrect creature type indicator for the summoned Avatar.


Enemy traps now become visible strictly upon being stepped on, rather than when stepping onto adjacent hexes.

Global Map and Objects


Fixed a bug where the "Scales of Worth" object granted its bonus only to the first hero who visited it.


Fixed an exploit that allowed Temple players to infinitely gain resources on the Global Map.


Highlighting and Outlines:


Fixed the outlining algorithm for interactive objects: outlines now correctly update after visiting them and at the start of a new week.


Interactive object highlighting logic now correctly accounts for the currently selected hero.


Fixed a bug where the "Infernal Cirque" object offered level-1 skills as a reward instead of the maximum level.


Hero Map Behavior:


Heroes now correctly disappear from the Global Map after fleeing from combat.


Heroes now correctly disappear from the Global Map upon losing a battle for the Grail.


Fixed the specialization of the hero Xirr — it now correctly protects him from negative effects on the Global Map.


Fixed a bug where combat against neutral squads failed to trigger in certain situations.

Multiplayer, UI, and Lobby


Fast clicking of the Tab key while transitioning to the combat screen no longer breaks the battlefield rendering.


Fixed a bug where entering a tournament combat from a city placed the player on the Global Map with a broken game UI.


Fixed incorrect calculation and display of Law points and Astrology Points.


Lobby:


Players can no longer occupy locked slots in the lobby prior to match start.


Fixed a bug with map areas generation if player slots were locked in the lobby.


Fixed a bug that caused map generation failure under certain lobby settings.


Fixed a bug where a host leaving the lobby set an unknown password for that lobby.


Settings and Saves


Language changes are now applied instantly, but are saved only upon confirming the settings.


Fixed a bug where Necropolis heroes appeared in the Tavern with no Necromantic Energy.


Fixed a bug where settings were reset after editing the emote wheel or confirming the configuration.


Using a period (.) in a save file name no longer cuts off or corrupts the save file name.


Detailed tooltips have been added to the UI, informing players of specific reasons why fleeing or surrendering is currently impossible in combat.


Fixed a bug where certain extra heroes were incorrectly shown as unselectable on some maps and templates.


Fixed an issue where some saves in multiplayer were loading incorrectly.


Fixed a visual bug where an oversized Aga’Shoth Rider could be displayed on the battlefield.


The Black Player color is now correctly displayed on the initiative bar.


Combat stances for Dungeon heroes are now displayed in the correct order.


Fixed the position of the numbers in the selected spells during arena’s draft phase, which were shifted after the previous update.


Positive and negative effects are now correctly displayed in the hero inventory window.


Fixed the position of the "Already Visited" text for the "Four Scholars Shrine" object.


Fixed an issue where the Tactical Phase timer overlapped the battle timer in the first round, making them unreadable as a result.


Artifacts included in a set are now correctly highlighted on the city screen, whilst within the hero inventory window.

New Features


The Necromancy interface has been significantly redesigned: additional information has been added to guard tooltips on the map and in the end-of-battle window. You can now switch between accumulating Necromantic Energy and turning creatures into Undead of the same tier directly in the battle results window.


The Dungeon Heroes' Combat Stance interface has been improved.


The retreat button has been disabled in single-hero mode, and tooltips have been added explaining the reasons for blocking an escape or surrender in various situations.


Selected spells are now displayed in the arena's final window.

Balance

Skills

Offense


"Reality Wardens": Effect reworked. The sub-skill now reduces the enemy hero's Spell Power by 10%. The effect is doubled if the hero knows "Nightshade Magic."

Luck


The base chance to trigger a Lucky Hit per 1 point of Luck has been increased: 6% → 8%. This chance is now twice the base trigger chance of the high Morale effect.

Wisdom


"Rhythmic Cadence": Max mana bonus increased: 30% → 40%.


"Stargazer": Daily Astrology Points gained increased: 250 → 500.

Battle Magic

Following recent balance adjustments and nerfs to Might heroes, Mages have significantly solidified their position. We are reverting the base stats of "Battle Magic" to their original values while balancing its individual sub-skills.


Creature Attack and Defense bonus scaling from the hero's Spell Power and Knowledge: 15/25/35% → 15/20/25%.


Sub-skill Updates:


"Battle Mage’s Authority": Attack bonus scaling from Spell Power reduced: 20% → 15%.


"Mage Protector’s Authority": Defense bonus scaling from Knowledge reduced: 20% → 15%.

Summon Avatar

Based on collected statistics and your feedback, we are introducing a series of adjustments to this skill. The new version significantly reduces the power of the base version of the summoned Avatar, but allows you to heavily upgrade it depending on your preferences and the game situation.


The Avatar can now survive strictly 3 hits, regardless of the skill level.


The number of hits can no longer be increased by bonuses that "increase creature HP."


Base damage reduced: 12-12 → 10-10.


Damage scaling per 1 point of hero Spell Power reduced: 12–12/12–12/12–12 → 6–6/8–8/10–10.


The spell has been moved to Tier 4, meaning its cooldown is now 5 rounds (including the round of casting).


Sub-skill Updates:


"Avatar of Fury": Base damage bonus to the Avatar increased: 25% → 40%.


"Avatar of Celerity": Base Speed and Initiative bonuses to the Avatar increased: 1 → 2.


Replacement skill: "Fields of Mana" has been replaced by a new sub-skill, "Summon Destruction": The hero and friendly creatures deal +50% Damage to all summoned creatures.

Combat


"Effortless Strike": This sub-skill is now learned at the Expert level of the skill.


"Swordcraft": This sub-skill is now learned at the Advanced level of the skill.

Thaumaturgy


"Ancient Scrolls": This sub-skill is now learned at the Expert level of the skill.


"Thaumaturge Brilliance": This sub-skill is now learned at the Advanced level of the skill.

Faction Skills

Necromancy

The current version of Necromancy is powerful enough, but overly complex to grasp. With this update, we are removing the strict restriction that ties undead raising to the current composition of the hero's army. Now, even if your army lacks creatures of a certain tier, you will still be able to raise high-tier units after a victory.

To balance this change, we are adjusting the starting energy values and its recovery after combat — the total number of raised units has been noticeably decreased.

🎨 Additionally, we have made major improvements to the Necromancy UI.


Reworked the core logic for raising undead after combat:


You can now raise enemy units into undead even if you did not have creatures of that exact tier in your army.


By default, fallen enemies are resurrected as their base versions: Tier-1 units become Skeletons, Tier-2 units become Wights, etc.


If your army already includes undead of the required tier, the type of unit raised depends on its composition:


If the base creature is present — the base version is raised.


If only the upgraded creature is present — the upgraded version is raised (at an increased energy cost).


If multiple upgrades of the creature are present — the undead type whose stack is numerically larger in the army will be raised.


Information regarding which exact creature will be raised has been added to map tooltips.


In the combat results window, you can now cancel the summon decision and manually recycle fallen enemies into Necromantic Energy.


Base Necromantic Energy capacity for heroes increased: 1000/1250/1500 → 3000/4000/5000.


Energy cost to raise creatures (values in parentheses indicate upgraded versions):


Tier 1: 5 → 20 (26)


Tier 2: 10 → 40 (54)


Tier 3: 25 → 100 (140)


Tier 4: 50 → 200 (290)


Tier 5: 100 → 400 (600)


Tier 6: 200 → 800 (1280)


Tier 7: 500 → 2000 (3500)


Tier 8: 2000 → 7500


Energy recovery values chosen instead of raising units remain unchanged.


The elite class for Necromancers — "Chronomancer" — has been reworked. It now fully replenishes the hero's Necromantic Energy pool daily.


Sub-skill Updates:


"Death Herald": Max Necromantic Energy bonus for the hero: 500 → 1000.


"Eternal Service": Base health restored reduced: 80 → 50 HP.

Abyssal Communion

Following recent adjustments, Schism still performs under expectations in Classic Mode while remaining dominant in Single Hero Mode. We are making a series of adjustments to faction laws (see below), expanding the effect of their faction skill to cover all units instead of just Schism faction units, while reducing numerical bonuses.


The Abyssal Communion effect now applies to non-Schism faction units as well.


Maximum level of Abyssal Communion reduced: 4/5/6 → 3/4/5.


The percentage of temporary creatures summoned per Communion level has been reduced: 3% → 2.5%.


Sub-skill Updates:


"Call of the Void": Mana restored per level of Abyssal Communion reduced: 3 → 2.


"Celestial Abyss": Bonus to the number of temporary creatures per Communion level reduced: 1% → 0.5%.

Summon Swarm

Recent changes have had a positive impact on Hive's power, particularly in Single Hero Mode. However, in the late game, their faction skill allows them to create a massive extra unit that is extremely difficult to counter. We are adjusting the stats of summoned larvae and shifting gameplay focus toward their passive explosive ability.


Other summoned or temporary stacks are no longer counted when calculating the number of larvae to summon.


Larvae health increased: 8 → 16.


"Unstable Concoction": Damage increased: 8 → 15 per hero level.


"Fiery Embrace" and "Blow Up": Damage increased: 16 → 30 per hero level.

Murmuring


The effects of the sub-skills "Just One More Time," "Burst of Energy," and "Strong Connection" now trigger as many times as there were Focus Charges spent to activate the ability.


"Just One More Time": Spellbook cooldown reduction reduced: 2 → 1 round.

Hero Specializations, Starting Skills, and Resources

Temple


Kestrel. Starting skill: Offense → Luck.


Keandra. Starting skill: Battlecraft → Offense.


Lord Edgar:


Starting skills: Advanced Righteousness → Basic Righteousness and Battlecraft.


Creature Attack and Defense bonus scaling from hero attributes: "10% + 5% per 6 hero levels" → "10% + 5% per 5 hero levels."


Merry Elias. Max mana capacity bonus increased: "10% + 5% per 5 hero levels" → "20% + 5% per 4 hero levels."


Zenith. Starting skill: Wisdom → Summon Avatar.


Lia the Untethered One. Starting spell: Inner Light → Judgement.


Julius. Starting skill: Resistance → Defense.


Vesper. Starting skill: Battle Magic → Daylight Magic.


Nadir. Specialization reworked: this hero's spell effect can now stack.

Necropolis


Kel’Ghul. Number of Dread Knights in the starting army increased: 2-3 → 3-3.


Ethric. Wights removed from the starting army, but the number of Liches increased: 3-4 → 4-6.

Grove


Gingertail: Starting skill: Battlecraft → Leadership.


Octavia: Lucky Strike chance bonus: "2% + 1% per 4 hero levels" → "3% + 1% per 4 hero levels."


Vatawna: Max mana capacity bonus increased: "10% + 5% per 5 hero levels" → "20% + 5% per 4 hero levels."


Elder Tss’kish: Number of Herbomancers in the starting army increased: 2-3 → 3-4.

Schism


All Might Heroes:


Starting Defense: 2 → 1


Starting Knowledge: 1 → 2


Jänhei: Starting skill: Wisdom → Battlecraft.


The Iron Master:


Starting skill: Resistance → Wisdom


Number of Concubi in the starting army increased: 2-3 → 3-4


Martyr Tho: Starting skill: Daylight Magic → Arcane Magic.


Eye Collective: Starting skill: Summon Avatar → Leadership.

Hive


Maelstrom: Number of Reavers in the starting army increased: 2-3 → 3-4.

Dungeon


All Might Heroes:


Starting Spell Power: 2 → 1


Starting Knowledge: 1 → 2


Tellaris the Betrayed: Specialization reworked. The hero's spell now affects all friendly creatures.


Rhea: Lucky Strike chance bonus: "2% + 1% per 4 hero levels" → "3% + 1% per 4 hero levels."


Kelarr, son of Navarr: Starting spell: Wean → Stone Fangs.

Factions: Creatures, Laws, and More

Temple


Tier 2:


Crossbowmen. Initiative: 5 → 4.


Austringer:


Initiative: 5 → 4


Defense: 4 → 3


Marksmen. Initiative: 7 → 6


Tier 3:


Griffin. HP: 25 → 30


Temple Griffin. HP: 25 → 30


Guardian Griffin. HP: 25 → 30


Buildings:


Construction of "Mews II" (upgraded Tier 2 dwelling) is now 250 Gold cheaper.


Construction of "Griffin Rookery I" (Tier 3 dwelling) is now 250 Gold more expensive.


Laws:


"Training: Scouting". Max level reduced: 2 → 1. Cost increased: 3/3 → 4


"Swift Reflexes". Cost increased: 5 → 6


"Sacred Lands". Cost increased: 3 → 4

Necropolis


Tier 2: Base weekly growth across all cities increased: 16 → 19. All hero starting armies adjusted accordingly.


Wight: HP restored via "Phantom Vampirism" (new name for “Memory Devourer” trait) reduced: 40% → 30%.


Tier 3: Base weekly growth across all cities increased: 13 → 14. All hero starting armies adjusted accordingly.


Tier 5:


Lich. Damage: 12-16 → 13-16


Pestilent Lich. Attack: 16 → 12


Sanguine Lich. Damage: 12-16 → 13-16


Tier 6:


Dread Knight. HP: 100 → 80.


Avatar of War. HP: 100 → 80, Initiative: 11 → 10.


Hollow Reaper.


HP: 100 → 80


Damage: 22-24 → 24-26


Initiative: 10 → 11


Tier 7. HP restored via "Vampirism" increased: 40% → 50%.


Buildings:


Construction of "Quiet Pavilion I" and "II" (Tier 2 dwelling) is now 500 Gold more expensive.


Construction of "Kennel I" and "II" (Tier 3 dwelling) is now 250 Gold more expensive.


Construction of "Tomb of Warriors I" and "II" (Tier 6 dwelling) is now 1000 Gold cheaper.


Laws:


"Laws of the Immortals". Law point income bonus for cities reduced: 20/40/60% → 10/20/30%.


"Black Death". Over-time effect damage bonus reduced: 50/100% → 25/50%.


"Bloodthirst".


Max level reduced: 2 → 1


Cost increased: 3/3 → 6


Vampirism effect improvement reduced: 50/100% → 60%


"Animate Dead I", "III", and "V". Now increases Necromantic Energy pool by 500 instead of increasing Necromancy skill power by 2%.


"Animate Dead II" and "IV". Now increases Necromancy power by 2.5% instead of increasing Necromantic Energy pool by 250.

Grove

Following the last patch, Grove fell significantly in power. To bolster the faction, we are lowering the balance weight of all "Awakening" traits, as they prove to be quite situational in practice. This has led to creature adjustments, city dwelling cost rebalances, and adjustments to creature density on maps and in Pandora's Boxes.


Tier 2:


Hoplet:


Attack: 5 → 6


Defense: 3 → 5


Damage: 3-6 → 4-8


Dawn Hoplet:


Attack: 7 → 9


Defense: 3 → 5


Damage: 3-6 → 4-8


Dusk Hoplet:


Attack: 5 → 7


Defense: 5 → 7


Damage: 3-6 → 4-8


Tier 7:


Phoenix. Speed: 7 → 8.


Flaming Phoenix:


Attack: 34 → 36


Defense: 26 → 27, Speed: 9 → 10.


Energy Phoenix:


Defense: 36 → 39


Speed: 9 → 10


Buildings:


Construction of "Faun Huts II" (upgraded Tier 1 dwelling) is now 250 Gold more expensive.


Construction of "Hop Patch I" and "II" (Tier 2 dwelling) is now 500 Gold more expensive.


Construction of "Menhir Circle I" (Tier 3 dwelling) is now 250 Gold cheaper.


Construction of "Menhir Circle II" (upgraded Tier 3 dwelling) is now 500 Gold more expensive, but no longer requires Ore.


Construction of "Blooming Pond I" (Tier 4 dwelling) is now 1 Crystal cheaper.


Construction of "Blooming Pond II" (upgraded Tier 4 dwelling) is now 250 Gold more expensive, but 1 Crystal cheaper.


Construction of "Shroomwood Shack I" (Tier 5 dwelling) is now 2 Crystals more expensive, but 1 Gem and 1 Mercury cheaper.


Construction of "Shroomwood Shack II" (upgraded Tier 5 dwelling) is now 500 Gold cheaper, but 2 Crystals more expensive.


Construction of "Thunder Lair I" (Tier 6 dwelling) is now 500 Gold cheaper.


Construction of "Thunder Lair II" (upgraded Tier 6 dwelling) is now 1000 Gold more expensive, but 5 Wood and Ore cheaper.


Construction of "Pyre I" (Tier 7 dwelling) is now 2500 Gold and 5 Wood more expensive, but 5 Crystals cheaper.


Construction of "Pyre II" (upgraded Tier 7 dwelling) is now 2500 Gold cheaper, but 5 Wood and Ore more expensive.


Laws:


"Child of Woods". Grove hero sight radius bonus increased: 1/2 → 2/4. Grove hero movement points bonus increased: 10/20 → 15/30.


"Fertile Ground". Growth bonus in all external dwellings increased: 50/100% → 100/200%.


"Elite Qilins". Qilin damage bonus increased: 2/4/6 → 3/6/9.


"Force of Nature". Heroic Strike damage bonus increased: 10 → 20.

Schism


Tier 1. Ferocious Ra’Shoth. Speed: 5 → 6.


Buildings:


Construction of "House of Chains I" (Tier 5 dwelling) is now 1000 Gold cheaper, but 5 Mercury more expensive.


Construction of "House of Chains II" (upgraded Tier 5 dwelling) is now 500 Gold more expensive.


Construction of "Bloated Mansion I" (Tier 6 dwelling) is now 1500 Gold cheaper, but 5 Mercury more expensive.


Construction of "Eerie Summoning Rite I" (Tier 7 dwelling) is now 2500 Gold more expensive, but 5 Mercury cheaper.


Laws:


"Unfrozen Strength I—VII". Max level reduced: 2 → 1.


"Depths of Mind".


Max level increased: 2 → 3.


Daily morning mana restoration reduced: 10/20% → 5/10/15%.


Cost increased: 1/1 → 2/2/2.


"Cold Touch". Cost increased: 3/3 → 4/4.


"Call of the Deep". Max level increased: 2 → 3.


"The Abyss Stares Back". Law Tier reduced: 5 → 4. Cost reduced: 5 → 4.


"Elite Abyssal Envoys". Abyssal Envoys movement speed and initiative bonus reduced: 3 → 2.


"Ice Storms". Cost increased: 4 → 5.


"The World is Ours". Cost increased: 3 → 6.


"Planar Explorers".


Gained Astrology Points increased: 250/500/750 → 500/1000/1500.


Cost increased: 2/2/2 → 3/3/3.


"Survival Conditions". Law Tier reduced: 4 → 3.

Hive


Tier 6:


Waurms:


Attack: 20 → 21


Defense: 20 → 21


Devourer:


Attack: 20 → 21


Defense: 20 → 21


Damage: 24-26 → 26-28


Pyroboros:


Attack: 20 → 21


Defense: 20 → 21


Buildings. Construction of "Burning Soul Burrows I" (Tier 6 dwelling) now requires "Paper Nest I" (Tier 3 dwelling) instead of "Chitinous Ziggurat I" (Tier 4 dwelling).


Laws:


"Hive Offsprings I". Larva explosion damage bonus reduced: 100% → 50%.


"Hive Offsprings II". Now grants summoned larvae the Taunt effect instead of the Double Attack effect.


"Hive Offsprings III". Now grants summoned larvae the Double Attack effect instead of the Taunt effect.

Dungeon


Tier 2:


Infiltrator:


Defense: 2 → 4


Damage: 3-5 → 3-6


Guile Infiltrator:


Defense: 2 → 4


Damage: 3-5 → 3-6


Bleak Infiltrator:


Defense: 3 → 4


Damage: 3-5 → 3-6


Tier 3:


Onyx Dancer. HP: 18 → 20.


Jasper Dancer. HP: 18 → 20.


Aureate Dancer. HP: 18 → 20.


Tier 5:


Medusa Sculptor. Defense: 17 → 18.


Medusa Queen:


Attack: 15 → 17


Initiative: 7 → 8


Tier 6:


Hydra. Initiative: 8 → 6.


Chthonic Hydra.


Defense: 34 → 30


Initiative: 8 → 6


Infernal Hydra. Initiative: 10 → 8.


Tier 7:


Cave Dragon. Damage: 45-50 → 50-60.


Black Dragon:


Defense: 31 → 32


Damage: 60-65 → 65-75


Ashen Dragon. Damage: 60-65 → 65-75.


Buildings:


Construction of "Warren I" (Tier 1 dwelling) is now 250 Gold cheaper.


Construction of "Safe House I" and "II" (Tier 2 dwelling) is now 500 Gold more expensive.


Construction of "Amphitheater I" (Tier 3 dwelling) is now 250 Gold more expensive.


Construction of "Labyrinth II" (upgraded Tier 4 dwelling) is now 250 Gold more expensive.


Construction of "Chthonic Home I" (Tier 6 dwelling) is now 500 Gold cheaper.


Construction of "Chthonic Home II" (upgraded Tier 6 dwelling) is now 500 Gold and 5 Wood cheaper.


Construction of "Cave Palace II" (upgraded Tier 7 dwelling) is now 5 Wood and Ore more expensive.


Laws:


"Dungeon Masters I—VII". Cost reduced: 3 → 2.


"Leaders of the Nation". Cost increased: 2/2 → 3/3.


"Tactical Advantage". Cost increased: 5 → 6.


"Triumvirate’s Agents". Cost increased: 4/4 → 5/5.


"Magical Education".


Max level increased: 1 → 2.


Cost reduced: 5 → 4/4.


"Saturation". Cost reduced: 4 → 3.

Neutral Creatures


Tier 4. Starchild: Now deals only 50% damage to adjacent targets with its basic attack.


Tier 6. Worldwatcher: Granted a new passive ability that protects the stack from effects that instantly kill extra units upon attack.

Pandora's Boxes

The number of creatures players can receive from Pandora's Boxes has been adjusted. Values are given for standard/upgraded versions in "before → after" format:


Necropolis:


Tier 3, Undead Pet: 50/35 → 50/36.


Tier 4, Graverobber: 31/21 → 31/22.


Tier 6, Dread Knight: 16/10 → 18/11.


Grove:


Tier 2, Hoplet: 30/20 → 25/20.


Tier 3, Vine Iriyad: 28/20 → 24/17.


Tier 4, Naiad: 23/16 → 24/17.


Tier 5, Herbomancer: 18/12 → 19/12.


Tier 6, Qilin: 13/9 → 14/9.


Schism:


Tier 2, Cultist: 25/20 → 30/20.


Tier 4, Grand Shoth: 20/14 → 21/15.


Tier 5, Concubus: 22/15 → 21/14.


Hive:


Tier 4, Scorpion: 32/22 → 29/20.


Tier 5, Reaver: 15/10 → 16/11.


Tier 6, Waurms: 13/8 → 12/8.


Dungeon:


Tier 1, Troglodyte: 50/35 → 45/35.


Tier 2, Infiltrator: 40/30 → 35/25.


Tier 3, Onyx Dancer: 34/25 → 32/23.


Tier 6, Hydra: 12/8 → 13/8.


Neutral Creatures:


Tier 1: 56 → 60.


Tier 2: 32 → 35.


Tier 3: 22 → 21.


Tier 4: 15 → 17.


Tier 5: 12 → 14.


Tier 6: 9 → 10.

Spells

Daylight Magic


"Blessing". Damage bonus to basic attacks reduced: 20/25/25/35% → 15/20/20/30%.


"Haste":


Base duration of applied effect increased: 1/1/1/1 → 2/2/2/2.


Casting cost increased: 6/6/6/6 → 8/8/8/8.


"Favorable Wind":


Damage bonus to ranged and long-reach attacks changed: 20/25/35/50% → 20/30/40/40%.


At level 4, it now also removes the combat shooting penalty.


"Shorten Shadow". Target Attack and Defense reduction increased: -2 → -3.


"Riposte". Casting cost reduced: 15/15/15/15 → 10/10/10/10.


"Radiant Armor":


Gained damage reduction reduced: 20/30/30/40% → 15/25/25/35%.


Casting cost increased: 18/18/18/18 → 22/22/22/22.


"Judgement". Casting cost reduced: 35/35/35/35 → 30/30/30/30.

Nightshade Magic


"Web". Base duration of applied effect increased: 1/1/1/1 → 2/2/2/2.


"Enlarge Shadow". Target Attack and Defense increase boosted: 2 → 3.


"Despair":


Base damage dealt reduced: 20/20/30/30 → 10/10/15/15.


Casting cost increased: 9/9/9/9 → 11/11/11/11.


"Fatal Decay". Base duration of applied effect increased: 1/1/1/1 → 2/2/2/2.


"Sleep". Base duration of applied effect increased: 1/2/3/3 → 2/3/4/4.


"Vulnerability":


Effect power reduced: 20/30/50/50% → 20/30/30/30%.


At level 3, it now amplifies damage received by the target to its maximum.


Casting cost reduced: 11/11/11/11 → 8/8/8/8.

Arcane Magic


"Early Start":


Base duration of applied effect increased: 1/1/1/1 → 2/2/2/2.


Casting cost increased: 6/6/6/6 → 8/8/8/8.


"Energize". Casting cost reduced: 11/9/9/9 → 9/7/7/7.


"Optical Illusion". Ranged damage reduction increased: 25/50/50/50% → 30/60/60/60%.


"Temporal Spheres":


Now deals Magic Damage instead of Pure Damage.


Casting cost increased: 9/9/9/9 → 11/11/11/11.


"Carapace". Casting cost increased: 14/11/11/11 → 18/14/14/14.


"Impending Fate". Damage per target level reduced: 20/30/45/45 → 15/25/40/40.


"Mirror Copy". When creating a copy, it now duplicates only the native size of the stack, excluding temporary units.


"Reality Distortion". Damage is now distributed across multiple hits corresponding to the number of hits the stack sustained while under the effect, instead of a single strike. Total skill efficiency remains unchanged.

Primal Magic


"Ice Bolt". Base damage dealt reduced: 75/150/150/150 → 50/100/100/100.


"Cave In":


Base damage dealt increased: 50/100/100/100 → 75/150/150/150.


Casting cost increased: 10/10/10/10 → 12/12/12/12.


"Anti‑Magic". Casting cost reduced: 16/16/16/16 → 12/12/12/12.


"Circle of Winter". Casting cost increased: 19/19/19/19 → 21/21/21/21.


"Stone Fangs". Casting cost reduced: 18/18/18/18 → 11/11/11/11.

Artifacts


Automated Antimagic Shield. Gained a new, additional effect: friendly creatures are immune to "Berserk."


Protective Belt. Gained a new, additional effect: friendly creatures are immune to "Sleep."


Crimson Resonance Controller. Gained a new, additional effect: friendly creatures are immune to effects that prevent them from attacking.


Emerald Resonance Controller. Gained a new, additional effect: friendly creatures are immune to effects that instantly kill extra units upon attack.


Caduceus Mana restored decreased: 6 → 4.

Map Generator and Objects

General Changes


Guard layout for the "Tomb of a Nameless Hero" object is now same, regardless of the artifact contained inside.


Added a new template for Classic Mode — Jebus Tournament: a template utilizing gameplay principles of Jebus Cross, but featuring tournament battles on Day 6 of Week 1, and Days 1, 3, 5, and 7 of Week 2. The tournament is a best-of-5 format, and always features the player's starting hero. Note that if the hero is dead when a battle begins, it results in an automatic loss.


Added a new template for Single Hero Mode — Outcast Tournament: a template utilizing gameplay principles of Jebus Outcast and Vendetta, featuring tournament battles on Week 2 Day 1, Week 2 Day 6, and Week 3 Day 4. The tournament is a best-of-3 format.


Added a new template for Single Hero Mode — Mix: a tournament-format template focused on town development and castle progression in the style of Exodus.


Added a new template for Single Hero Mode — Galaxy: a tournament-format template featuring a hybrid playstyle centered around town development and capturing global map objectives.

Jebus Cross


Slightly decreased the generation count of Pandora's Boxes in starting areas.


"Eternal Dragon" can no longer generate in starting areas.


Guard strength increased by 5% in all areas.


Guard strength increased by 15% for the central area entrance.


The probability of generating the following objects without external guards has been significantly reduced: "Point of Balance", "Colosseum", "Ritual Pyre", "Tomb of Vigilance", "Boreal Call", "Carrion Pile", "Petrified Memorial”.

Exodus


Template final battles now occur on the following in-game days:


Week 2, Day 3.


Week 3, Day 4 (instead of Week 3, Day 5).


Week 4, Day 5 (instead of Week 4, Day 7).


Unique active faction buildings can no longer be constructed in the uncaptured starting city by default.


Slightly increased the area size of each player's first treasury area.


Guard strength increased by 15% for each player's first treasury.


Guard strength increased by 25% for each player's final treasury area.


"Four Scholars Shrine" no longer generates in either player's final area.

Helltide


Guard strength increased by 10% for each player's central treasury.

Vendetta


One guaranteed "Well" object has been added to the player's starting area.


Increased the weekly guard accumulation rate for all neutral cities within player starting areas.


Guard strength increased by 35% for the central area entrance.

Sprint


Accelerated the progression system for Laws by 1.5×.


Accelerated the unlock progression rate for Global Map spells by 2.0×.


"Fallen Angel Wings" can no longer generate on this template.


Guard strength increased by 20% for the player's final and penultimate areas.


The guaranteed "Pit of Glory" has been replaced with a guaranteed "Four Scholars Shrine."

Sand Clover


Adjusted biome generation rules for side and connection areas on this template.


Added minor symbolic guards between individual elements of the central area.


"Altar of Insight" objects in the central area have been replaced with "Endless Scrolls" of various magic schools.

Exodus, Helltide, Blitz, Massacre, Sprint


"Stables" and "Tear of Truth" can no longer generate on these templates.

Matchmaking

Following the introduction of features that save combat configurations and layouts to conserve tactical phase time, we are adjusting timer settings available during battles with neutral armies.

Furthermore, we are rolling out a slight rebalance to template rotations in Classic Mode: as a test, the experimental template Jebus Tournament is introduced in place of Sand Clover — a tournament system template for Classic Mode featuring uninterrupted simultaneous turns. You will always fight using your initially selected hero; keep in mind that if your hero is dead when the match triggers, it results in an automatic loss.

We are also adjusting the template rotation pool for Single Hero Mode: the selection now lists 4 templates featuring infinite simultaneous turns, some focused heavily on town infrastructure and town progression, and others centered around external map structures and resources. Consequently, we are temporarily removing Exodus from the mandatory selection pool during this test window to allow players to easily explore these new templates.

Classic Mode


Map rotation updated:


Old set: Jebus Cross, Universe, Infinity, Sand Clover, Arcade.


New set: Jebus Cross, Universe, Infinity, Last Fortress, Jebus Tournament, Arcade.


Jebus Cross and Jebus Tournament are always included in the selection pool.


Combat timer values adjusted across leagues: 120 → 90 seconds.

Single Hero Mode


Map rotation updated:


Old set: Harmony, Sprint, Exodus, Blitz, Vendetta.


New set: Helltide, Sprint, Exodus, Blitz, Outcast Tournament, Vendetta.


Combat timer values adjusted across leagues:


Placement League: 75 seconds per battle.


Iron: 80 seconds per battle.


Bronze: 80 seconds per battle.


Silver: 80 seconds per battle.


Gold: 75 seconds per battle.


Platinum: 70 seconds per battle.


Diamond: 65 seconds per battle.


Master League: 60 seconds per battle.


On Outcast Tournament and Vendetta templates, this time is reduced by an additional 20 seconds.


In all leagues, the daily timer bonus has been increased by 15 seconds.

Pick and Ban System


Adjusted the faction ban-and-pick order between both players:


Old order: Player 1 Ban — Player 2 Ban — Player 2 Pick — Player 1 Pick


New order: Player 1 Ban — Player 2 Ban — Player 1 Pick — Player 2 Pick


Player 1 and Player 2 assignments are now determined purely at random, rather than being based on matchmaking queue duration.

Arena Mode

Following the latest balance update, Magic heroes have shown a trend of improved performance. We are rolling out a minor adjustment by increasing the average starting army size for both players. Among other side effects, this will slightly boost the baseline efficiency of Might heroes in Arena Mode. Factions that received substantial buffs in recent updates will receive a lower scaling adjustment compared to the rest.


The number of creatures offered to players has been changed (values shown for standard/upgraded versions in "before → after" format):

Temple


Tier 1. Swordsman: 180/140 → 200/155.


Tier 2. Crossbowman: 140/100 → 160/120.


Tier 3. Griffin: 65/50 → 70/52.


Tier 4. Lightweaver: 58/40 → 64/44.


Tier 5. Cavalry: 26/18 → 28/19.


Tier 6. Inquisitor: 25/16 → 27/17.


Tier 7. Angel: Unchanged.

Necropolis


Tier 1. Skeleton: 370/280 → 425/325.


Tier 2. Wight: 145/110 → 165/125.


Tier 3. Undead Pet: 130/90 → 144/104.


Tier 4. Graverobber: 64/44 → 76/52.


Tier 5. Lich: 54/36 → 60/40.


Tier 6. Dread Knight: 28/18 → 34/21.


Tier 7. Vampire: 22/13 → 24/14.

Grove


Tier 1. Faun: 145/110 → 150/115.


Tier 2. Hoplet: 105/75 → 90/70.


Tier 3. Vine Iriyad: 70/50 → 78/56.


Tier 4. Naiad: 52/36 → 58/40.


Tier 5. Herbomancer: 37/24 → 38/25.


Tier 6. Qilin: 20/12 → 25/16.


Tier 7. Phoenix: Unchanged.

Schism


Tier 1. Ra’Shoth: 220/165 → 235/185.


Tier 2. Cultist: 110/85 → 125/90.


Tier 3. Aga’Shoth Riders: 95/70 → 105/74.


Tier 4. Grand Shoth: 50/34 → 54/36.


Tier 5. Concubus: 48/32 → 47/31.


Tier 6. Arbitrator: 25/15 → 26/16.


Tier 7. Abyssal Envoys: Unchanged.

Hive


Tier 1. Parasite: 165/125 → 180/140.


Tier 2. Locust: 105/80 → 115/85.


Tier 3. Hornet: 65/45 → 70/50.


Tier 4. Scorpion: 60/42 → 64/44.


Tier 5. Reaver: 27/18 → 29/19.


Tier 6. Waurms: 20/13 → 21/13.


Tier 7. Hive Queen: Unchanged.

Dungeon


Tier 1. Troglodyte: 295/230 → 320/245.


Tier 2. Infiltrator: 140/105 → 140/100.


Tier 3. Onyx Dancer: 105/75 → 108/76.


Tier 4. Minotaur: 52/36 → 54/38.


Tier 5. Medusa: 47/31 → 49/32.


Tier 6. Hydra: 22/14 → 25/15.


Tier 7. Cave Dragon: Unchanged.

Localization


The Wight ability "Memory Devourer" has been renamed to "Phantom Vampirism" to clearly indicate that it benefits from the Necropolis faction law "Bloodthirst".


The Sanguine Lich’s ability "Unlife, Undeath" has been renamed to "Temporal Vampirism" to clearly indicate that it benefits from the Necropolis faction law "Bloodthirst".


Added the clarification note "Does not revive fallen units." to the tooltip text of the following abilities: "Temporal Vampirism" (Sanguine Lich), "Holy Ablution" (Hierophant), "Regeneration" (Chthonic Hydra), "Way of Arina" (Sentinel of Glory), as well as the "Guardian" sub-skill under the "Righteousness" skill tree.

Official Wiki

New to the series or a returning veteran? We have an Official Community Wiki for you to master the art of war! Thanks to active community members, it has detailed breakdowns of unit stats, spell tiers, and other detailed data for those who wish to dig deeper. You, our community, are the gift that keeps on giving!

Join the Community

Stay informed and share your victories with the community! Follow us on Discord, Steam and Facebook for the latest patch notes, community discussions and chit chat with our team! We would also like to take this opportunity to give a shoutout to the unofficial community subreddit, where you’re also welcome to share your thoughts!

With love,

💙 Unfrozen Team
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Heroes of Might and Magic: Olden Era Roundup at the Hooded Horse Summer Sale steam_community_announcements
Hey Heroes!

There has been a ton of new content around Heroes of Might and Magic: Olden Era recently, between an early access roadmap reveal, a tease of the upcoming PvE content - The Mysterious Island, and plenty of balance, exploit, and bug fixes. Let's get into all this great news in the roundup below!

Heroes of Might and Magic: Olden Era is also part of the Hooded Horse Summer Sale at 25% off. Check it out, and check out the other games on sale during the Hooded Horse Summer Sale.

Hooded Horse Summer Sale

Heroes of Might and Magic: Olden Era News Recap
One of the most anticipated releases of information for Heroes of Might and Magic: Olden Era recently was the early access roadmap, which was informed by all of the early feedback Unfrozen received in the first four weeks before the release of the early access roadmap. Of course Unfrozen has promised to continue monitoring feedback and weave that feedback into upcoming updates!

Throughout the process of enacting the roadmap regular content updates adding new neutral creatures, heroes, artifacts, spells and more will continue coming to Heroes of Might and Magic: Olden Era. You can check out the entire roadmap reveal post here to get all of the details on what to expect and when!

Another piece of very cool news came out in recent weeks as well with the teasing of The Mysterious Island coming to Heroes of Might and Magic: Olden Era, This map, one of the most popular from Heroes III is coming to Olden Era along with its author joining the Unfrozen team as their new Level Designer! Check out the very exciting reveal post here and make sure to watch the interview with Papyjama the author of The Mysterious Island.


Coinciding with those exciting announcements Heroes of Might and Magic: Olden Era has continued its development bringing regular new content updates, bug fixes, and much more. Lets check out the three most recent patches.

Patch #8 is a big one, covering extensive balance adjustments across multiple game systems from, skills, spells, and creatures all the way to matchmaking balance. There are truly an impressive amount of reworks and balance changes for one patch. This patch also recalculates passive creature abilities - most notably the parry ability. These improvements have also reached all the way to the random map generator reworking several popular map templates and also coincide with an updated pool of templates for matchmaking.

In the spirit of fairness and fun this patch also patched out a number of exploits and critical bugs including but not limited too, abusing Alt+F4 to disconnect from gains, fixing an exploit that allowed players to peak as opponents setups in the tactics phase and a bug that permitted free creature upgrades. Make sure to check out the patch log for this one here, it would be impossible to include all the changes here.

Patch #9 directly followed up the previous patch continuing the vision and goals of the previous patch, especially in balance adjustments while also squashing some bugs that the significant changes surfaced. This patch also includes a buff to the Dungeon in the Arena.

Patch #10 is the latest patch to come to Heroes of Might and Magic: Olden Era and includes some very cool request additions and changes. First up is the ability to save your tactics phase formation allowing for quicker deployment into battles and ensuring your perfect setup is easier to well, setup. The visual display and sound of unit movements in the tactics phase have also been revamped. This patch also continues bug fixing and optimizing such as fixing several incorrectly functioning tooltips.

Make sure to check out the full change log here for the full scoop!

Thanks for reading and happy gaming!
~The Hooded Horse Team
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Save 25% on Heroes of Might and Magic: Olden Era steam_community_announcements
Heroes of Might and Magic: Olden Era is on sale at 25% off during the Hooded Horse Summer Sale.

Heroes of Might and Magic: Olden Era is the official prequel hailing back to the origins of the genre-defining, critically acclaimed series of turn-based strategy games. Raise grand armies and wield devastating spells to overcome your foes in both solo and multiplayer.

Hooded Horse Summer Sale

https://store.steampowered.com/app/3105440/Heroes_of_Might_and_Magic_Olden_Era/
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Patch #10: Tactics Phase Formation Saving & Bug Fixes steam_community_announcements
Greetings, Heroes!

This patch introduces an update to the combat tactics phase: unit formations are now saved between battles! We've also improved the visual display and sound of unit movement there.

You can find the details and nuances of how the new system works in the full changelog below.

In addition to the tactics phase changes, we've continued removing bugs: fixes have been made to tournament template issues related to last-second timer actions and tournament start notifications; several incorrectly functioning tooltips have been addressed; the "Ambassador's Word" set effect has been fixed, along with a number of other bugs.

We've also added a confirmation window when clicking the "Exit" button in the connection loss window. No more accidents!

Full patch notes are below. Good luck on the battlefield!

Changelog

v. 0.80.24

Bug Fixes


Fixed a bug that caused numerous UI errors after loading a previously started Hotseat game, or when swapping positions with an AI player in the lobby of a previously started game.


Fixed a bug where, in rare situations, the timer in the lobby settings could display "00."


Fixed a bug where part of the progress from an old campaign profile could carry over to a new profile created in the same slot.


Fixed a bug in tournament templates where moving a unit between slots (from a hero to a town, from a town to a hero, etc.) in the last second of the timer before a tournament battle started could result in creatures being duplicated or disappearing.


Fixed a rare bug in tournament templates where a player who attacked a neutral stack in the last second of the timer before a tournament battle started would lose the ability to interact with that neutral stack after the battle ended.


Fixed a rare AI bug where, under certain circumstances, the AI could freeze during its turn.


Fixed a potentially serious bug related to checking adjacent zones for the possibility of interrupting simultaneous turns when casting adventure map spells.


The notification about an upcoming tournament battle on tournament templates now adjusts to fit the text size.


Fixed an error where an incorrect value was displayed in the tooltip for the "Eternal Service" sub-skill of the "Necromancy" skill.


Fixed a bug where, after researching the "Elite Liches" law, the resurrection bonus it provides was not displayed in the Lich ability tooltips.


Fixed a bug where the "Ambassador's Word" set effect was not triggering.


Fixed an error where a connection loss window appeared in the following situation: one player upgrades creatures in the "Pit of Glory" while the other player simultaneously moves a hero from the garrison slot to the guest slot (or vice versa).


Fixed an error where the extended info tooltip for a scroll continued to display over the previous cell where the scroll had been located.


Fixed a bug where autobattle did not work when attacking objects guarded by a garrison in campaign mode.

New Features


Added a confirmation window when clicking the "Exit" button in the connection loss window.


The unit formation selected during the tactics phase is now saved for battles against AI players.


Important details about how the system works:


The formation is saved separately for each of the player's heroes.


Formation saving only applies to standard battles against neutral enemies. In battles for objects or against other players, armies are placed in their default positions.


The formation is saved at the moment the tactics phase ends in standard battles against neutral enemies.


If for any reason (for example, due to an obstacle on the battlefield) a unit cannot be placed in its previously saved position, it will be placed in its default position instead.


Unit placement takes into account the order in which stacks occupy the hero's army slots.


Example: a hero had Skeletons in the first slot and Wights in the second → During the tactics phase, a formation was saved with Skeletons placed higher and Wights lower → After the battle, the player swapped Skeletons and Wights in the army slots, so Wights are now in the first slot and Skeletons in the second → In the next battle, Wights will be placed in the higher position (where Skeletons used to be) and Skeletons in the lower position (where Wights used to be).


Improved the visual display of unit movement in tactics mode; sound has been added.

Balance


Reduced the damage dealt by the Avatar per point of hero Spell Power: 12–12/16–16/20–20 → 12–12/12–12/12–12. This change is a temporary fix ahead of an upcoming major balance update.

Steam reviews — thank you!

Your reviews help us understand what matters most to you. We read every single one, so please keep them coming — they really do make a difference.

Official Wiki

New to the series or a returning veteran? We have an Official Community Wiki for you to master the art of war! Thanks to active community members, it has detailed breakdowns of unit stats, spell tiers, and other detailed data for those who wish to dig deeper. You, our community, are the gift that keeps on giving!

Join the Community

Stay informed and share your victories with the community! Follow us on Discord, Steam and Facebook for the latest patch notes, community discussions and chit chat with our team! We would also like to take this opportunity to give a shoutout to the unofficial community subreddit, where you’re also welcome to share your thoughts!

With love,

💙 Unfrozen Team
查看 Steam 原文 →
Save 25% on Heroes of Might and Magic: Olden Era steam_community_announcements
Heroes of Might and Magic: Olden Era is on sale at 25% off.

Heroes of Might and Magic: Olden Era is the official prequel hailing back to the origins of the genre-defining, critically acclaimed series of turn-based strategy games. Raise grand armies and wield devastating spells to overcome your foes in both solo and multiplayer.

https://store.steampowered.com/app/3105440/Heroes_of_Might_and_Magic_Olden_Era/
查看 Steam 原文 →
Upcoming PvE Content: The Mysterious Island! steam_community_announcements
Greetings, Heroes!

As we continue our work on the upcoming Teamplay and Advanced Random Map Generator features (among many others featured in our roadmap), we've seen various calls regarding additional PvE content. Today we would like to announce something that we've been brewing in the meantime:

We are proud to announce that The Mysterious Island — one of the most popular maps for Heroes III among PvE fans, inspired by Jules Verne's novel and created by Papyjama — is coming to Olden Era together with its author as our new Level Designer!

Papyjama's immense talent and map sculpting skills have impressed us from the beginning and thanks to his creativity we will be able to add more maps and scenarios to the game at a regular pace. His personal project will be the first of many such PvE additions, as well as the first giant-sized hand-crafted map that's coming to the game! More maps from under his craftsmanship will be added in the future. We are incredibly happy and honoured to be working with such a skilled community member. We would also like to highlight that The Mysterious Island is in the late stages of development and we hope to add it in one of the next big content patches.

Here's what Papyjama himself wanted to share with all of you:

I'm so happy and proud to work on Heroes of Might and Magic: Olden Era! Imagining adventures for others has always been a dream... I never thought it could be real one day! Thank you so much for your trust!

To celebrate his addition to Unfrozen Team, we interviewed Papyjama to learn and showcase the history of how The Mysterious Island came to be, as well as to give you a small taste of what's coming to Olden Era!

We will continue to take care of PvE content for the game and read your feedback carefully.
Enjoy your travels across Jadame and may the Four Scholars guide you!

With love,
💙 Unfrozen Team
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Hotfix: Game Exit Exploit, Map Generation & Mondays steam_community_announcements
Greetings, Heroes!
A small hotfix is here to address a few issues that slipped through after the previous update.

Changelog
v. 0.80.20


Fixed another variation of the game exit exploit, which also affected the correct saving of match results.
⚠️We remind you one more time that bug exploiting and other dishonest behaviour in competitive play may end up with a long-term multiplayer ban for you.


Fixed a bug crashing Jebus Outcast and All Around generation.


Fixed a bug that was the reason for Law and Astrology points not increasing on the first day of each week (although Mondays are hard, so we don’t judge them too much).

Thanks for your reports — keep sending in bug reports, it helps us make the game better!

With love,
💙 Unfrozen Team
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Patch #9: Hotfix & Balance Adjustments steam_community_announcements
Greetings, Heroes!

Yesterday’s patch brought significant changes, and today we’re releasing a hotfix to address them.

Having analysed the initial data and your feedback following Patch 8, we’ve concluded that a number of changes have had too significant an impact on single hero mode’s gameplay — primarily affecting the Schism faction. In today’s minor patch, we’re reverting some of these changes and adjusting others in line with our vision for balance. At the same time, we are implementing improvements for Hive that were originally planned for a later date ahead of schedule.

The update also includes bug fixes (including those introduced by Patch 8 itself) and a buff to the Dungeon in the Arena.

Full patch notes are below. Good luck on the battlefield!

Changelog

v. 0.80.19

Bug Fixes


Jebus Cross: Fixed a bug from the previous update where Taverns and Mage Guilds were still being built in central area cities despite the intended changes.


Sand Clover: Fixed a bug from the previous update where some guards were not generating.


Exodus: Fixed a bug from the previous update where the template could still generate more dwellings of a specific tier.


Fixed a bug from the previous update where upgraded versions of Cultists had inconsistent hiring costs.


Fixed a bug from the previous update where the casting cost of the Death Merchant's "Ensnare Memories" ability was displayed incorrectly.


Fixed bugs from the previous update related to the class changes for Tavi and Pauper (wrong models and Heroic Strike).


Fixed a bug from the previous update where the number of bonus attributes for the Temple sub-skill "Strong Faith" was displayed incorrectly.


Fixed a UI bug that occurred when exchanging items or troops between heroes if either hero had active buffs or debuffs. In multiplayer, this was also causing desyncs.


Fixed a bug where force-closing the game via Alt+F4 during the pick-and-ban phase incorrectly assigned match results.


Fixed a bug with army growth from temporary stacks gained through Communion of the Abyss for the Schism faction AI-opponent.

Balance

After reviewing your feedback following yesterday's patch, we are making a number of adjustments in today's hotfix.

Yesterday's changes were aimed at refreshing the gameplay, including strengthening the Schism faction's standing in Classic mode. However, as many of you noted in the comments, some of those changes had too strong an impact on Single Hero mode. In today's update, we are reverting some of those changes and making additional adjustments. These changes will have a greater impact on Single Hero mode and a lesser one on Classic mode, where Schism's position is already quite weak.

At the same time, in the previous update we did not give sufficient attention to the Hive. Its situation is broadly the inverse of Schism's — the faction performs well in Arena and Classic modes but struggles in Single Hero mode. One reason for this is the demanding nature of Hive battles, which require significant time investment to minimize losses. As a result, in that update we slightly adjusted combat timers and intended to observe how this would affect the faction's results before making further decisions. However, we see your requests for more impactful changes, so we are implementing some of the planned adjustments now.

Skills

After the update, the Summon Avatar use cases have shifted, closing off some abuse scenarios (though you will certainly find new ones), and the skill has also started performing effectively in Arena mode. Based on initial observations, the skill appears quite strong, so we are making a slight adjustment to its damage and will continue to monitor its performance. More significant changes, however, will require more data.

"Summon Avatar"


Damage scaling from Spell Power decreased: 12–12/18–18/24–24 → 12–12/16–16/20–20.

Hero Specializations

We have slightly adjusted the starting skills of Hive heroes so that, in combination with the other changes, these heroes perform better as starter heroes — which will primarily affect their effectiveness in Single Hero mode.

Hive


Pauper


Starting skill: Luck → Battlecraft


Maelstrom


Starting skill: Insight → Luck


Nor


Starting skill: Battlecraft → Insight


Zoran, the Self-Founded


Starting skill: Nightshade Magic → Defense


Lo


Starting skill: Defense → Recruitment


Leira


Starting skill: Battle Magic → Nightshade Magic


Oriax


Starting skill: Recruitment → Battle Magic


Tavi


Bonus to the number of summoned Fire Larvae based on Hive army health: 4% + 1% per every two hero levels → 4% + 2% per every three hero levels

Factions: Creatures, Buildings, Pandora's Boxes, and More

During the creature changes, we revisited the balance value of certain active and passive abilities, resulting in adjustments to some creatures — and related elements such as Pandora's Box counts, hiring costs, and city recruitment buildings. The main changes affect the Schism and Hive factions: the former has been slightly nerfed, while the latter has been buffed. Additionally, significant changes have been made to Hive faction laws, which should allow them to accumulate power faster in Single Hero mode matches. Also included are Pandora's Box changes for the Dungeon faction that were accidentally omitted from the previous update.

Pandora's Boxes

The number of creatures players can receive from Pandora's Boxes has been adjusted. Values are given for standard/upgraded versions in "before → after" format:


Necropolis:


Tier 4, Graverobber: 30/21 → 31/21.


Hive:


Tier 3, Hornet: 30/22 → 28/20.


Tier 4, Scorpion: 29/20 → 32/22.


Tier 7, Hive Queen: 7/4 → 8/5.


Dungeon:


Tier 1, Troglodyte: 60/45 → 50/35.


Tier 2, Infiltrator: 35/25 → 40/30.


Tier 3, Onyx Dancer: 34/24 → 34/25.


Tier 4, Minotaur: 20/14 → 23/16.


Tier 5, Medusa: 21/15 → 23/16.


Tier 6, Hydra: 11/7 → 12/8.

Necropolis


Tier 7:


Vampire Lord:


Defense: 25 → 26.


Vampire Scholar:


Attack: 26 → 27.


Buildings:


Construction of "Bone Exchange I" (Tier-4 dwelling) is now 250 Gold cheaper.


Construction of "Bone Exchange II" (Tier-4 dwelling) is now 500 Gold cheaper.

Grove


Tier 1:


Faun:


Damage: 3–4 → 3–5.


Faun Archer:


Damage: 3–4 → 3–5.


Faun Warrior:


Damage: 4–5 → 4–6.


Buildings:


Construction of "Shroomwood Shack I" (Tier-5 dwelling) is now 500 Gold cheaper.

Schism


Tier 1:


Ra'Shoth:


Initiative: 5 → 4.


Stinging Ra'Shoth:


Initiative: 5 → 4.


Ferocious Ra'Shoth:


Initiative: 6 → 5.


Tier 2:


Cultist:


Speed: 4 → 3.


"Glance of the Abyss" ability effect power: 15 + 3 × Stack Size → 12 + 2 × Stack Size.


Binder:


Attack: 6 → 5.


Speed: 6 → 5.


"Glance of the Abyss" ability effect power: 15 + 3 × Stack Size → 12 + 2 × Stack Size.


Votary:


Speed: 5 → 4.


Tier 6:


Rift Arbitrator:


Attack: 24 → 26.


Defense: 26 → 28.


Initiative: 12 → 10.


Tier 7:


Abyssal Envoy:


Initiative: 9 → 8.


Abyssal Overseer:


Initiative: 10 → 9.


Abyssal Executor:


Initiative: 11 → 10.


Buildings:


Construction of "Cultist Spire I" and "Cultist Spire II" (Tier-2 dwelling) is now 250 Gold cheaper.


"Involuntary Summons" once again requires "Mage Guild III" to be built.


"The World is Ours" law Tier reverted to pre-update value: 3 → 5.

Hive


Tier 1: Base weekly growth in all cities increased: 21 → 22. All hero starting armies adjusted accordingly.


Parasite:


Damage: 2–3 → 2–4.


Speed: 3 → 4.


Warden Parasite:


Damage: 2–3 → 2–4.


Speed: 4 → 5.


Ravager Parasite:


Damage: 2–3 → 2–4.


Speed: 5 → 6.


Tier 2: Base weekly growth in all cities increased: 13 → 14. All hero starting armies adjusted accordingly.


Locust:


Damage: 3–4 → 3–5.


Overgrown Locust:


Damage: 3–4 → 3–5.


Harvester Locust:


Damage: 4–4 → 4–5.


Tier 3:


Hornet:


Damage: 4–7 → 4–9.


Chanter:


Damage: 4–7 → 4–9.


Stinger:


Damage: 4–7 → 4–9.


Tier 4:


Scorpion:


Attack: 11 → 12.


Defense: 11 → 12.


Volcanic Scorpion:


Attack: 11 → 12.


Spelaean Scorpion:


Defense: 11 → 12.


Damage: 11–14 → 12–14.


Tier 6:


Health restored by the "Corpse Eater" passive ability: 65 → 120.


Tier 7:


Hive Queen:


Initiative: 7 → 8.


Buildings:


Construction of "Neglected Housing I" (Tier 1 dwelling) is now 500 gold more expensive.


Construction of "Neglected Housing II" (Tier 1 dwelling) is now 1250 gold more expensive and no longer requires Crystals to build.


Construction of "Carrion Lair I" (Tier 2 dwelling) is now 500 gold more expensive.


Construction of "Carrion Lair II" (Tier 2 dwelling) is now 1750 gold more expensive and no longer requires Crystals to build.


Construction of "Paper Nest I" and "Paper Nest II" (Tier 3 dwelling) is now 250 gold more expensive.


Construction of "Chitinous Ziggurat I" and "Chitinous Ziggurat II" (Tier 4 dwelling) is now 250 gold cheaper.


Construction of "Tower of Love I" and "Tower of Love II" (Tier 7 dwelling) is now 2500 gold cheaper.


Construction of "Tower of Love II" (Tier 7 dwelling) now requires 5 Wood and Ore.


"Hidden Desires" law Tier increased: 1 → 2.


"Focus Reserves" law Tier decreased: 2 → 1.


"Natural Selection" law Tier decreased: 4 → 3.


"Evolve, Adapt, Overcome" law Tier increased: 4 → 5.


"Prosper and Flourish" law Tier decreased: 5 → 4.

Spells

Day Magic


"Riposte." Can now be cast on Magical creatures.

Arena Mode

Due to the creature balance changes, minor adjustments have also been made in Arena mode. Additionally, the Dungeon faction was underperforming in Arena mode, and to strengthen it we are slightly increasing its army sizes.

The number of creatures offered to players has been changed (values shown for standard/upgraded versions in "before → after" format):

Necropolis


Tier 4. Graverobber: 64/44 → 68/46.

Grove


Tier 5. Whisper Whisperer… nah, kidding, Herbomancer: 35/24 → 37/24.

Schism


Tier 1. Ra'Shoth: 215/165 → 220/165.


Tier 2. Cultist: 100/75 → 110/85.

Hive


Tier 1. Parasite: 180/140 → 165/125.


Tier 2. Locust: 110/85 → 105/80.


Tier 3. Hornet: 70/50 → 65/45.


Tier 4. Scorpion: 58/40 → 60/42.

Dungeon


Tier 1. Troglodyte: 285/220 → 295/230.


Tier 2. Infiltrator: 135/100 → 140/105.


Tier 4. Minotaur: 50/34 → 52/36.


Tier 5. Medusa: 45/30 → 47/31.


Tier 6. Hydra: 21/13 → 22/14.


Tier 7. Cave Dragon: 9/5 → 10/6.

Steam reviews — thank you!

Your reviews help us understand what matters most to you. We read every single one, so please keep them coming — they really do make a difference.

Official Wiki

New to the series or a returning veteran? We have an Official Community Wiki for you to master the art of war! Thanks to active community members, it has detailed breakdowns of unit stats, spell tiers, and other detailed data for those who wish to dig deeper. You, our community, are the gift that keeps on giving!

Join the Community

Stay informed and share your victories with the community! Follow us on Discord, Steam and Facebook for the latest patch notes, community discussions and chit chat with our team! We would also like to take this opportunity to give a shoutout to the unofficial community subreddit, where you’re also welcome to share your thoughts!

With love,

💙 Unfrozen Team
查看 Steam 原文 →
Patch #8: Skills Rework, Balance Pass & Exploit Fixes steam_community_announcements
Greetings, Heroes!

A brand-new patch is now live — and it is a massive one.

This patch covers extensive balance adjustments across multiple game systems: skills, spells, hero specializations, creatures, artifacts, map templates, and the matchmaking system. The expert-level subskills for “Murmuring” have been significantly reworked, and the “Summon Avatar” skill has been fully overhauled to position it as a purely magical ability.

Certain passive creature abilities were recalculated — most notably “Parry.” Additionally, based on collected telemetry and statistics, we have buffed the upgraded versions of creatures that were noticeably underperforming compared to their alternative upgrade options.

Improvements have also reached the random map genertator. The side areas on the popular Jebus Cross template are now much more interesting to play, while the Sprint, Harmony, and Exodus templates have been adjusted to increase overall pace of the game. Along with these changes, we have updated the template pool for the matchmaking.

Finally, we have patched-out a number of exploits and crucial bugs. In particular, we have removed the ability to abuse Alt+F4 to disconnect from games, fixed an exploit that allowed players to peek at the opponent’s setup during the tactics phase, and eliminated a bug that permitted free creature upgrades.

Furthermore, we have taken disciplinary action against players who knowingly exploited these vulnerabilities to secure unfair victories, as well as those who encouraged other community members to use them.

⚠️ A Quick Reminder: Intentionally exploiting in-game bugs in competitive play can result in a temporary or permanent multiplayer ban! Engaging in such behavior may also violate the rules of the platform you're playing on, risking a platform-wide ban. Don't jeopardize your account for a dubious advantage — play fair!

Full changelog is below. Good luck on the battlefield!

Changelog

v. 0.80.18

Bug Fixes

Combat and Creature Behavior


Ghouls spawned during combat now correctly leave a corpse on the battlefield upon death.


Fixed a bug where increasing the maximum health of an Energy Phoenix caused its passive ability "Eternal Flame" to malfunction.


When creating a copy of a Crystal Iriyad stack, its passive ability "Crystal Thorns" now correctly applies to both the original stack and the copy.


The Naiad passive ability "Embodiment of Water" now correctly grants the stack immunity to the effects of "Ice Bolt" and "Circle of Winter" as intended.


Fixed a rare bug where the morale debuff from Avatars of War failed to be removed from enemies when two or more of them died simultaneously.


Positive and negative effects applied by friendly stacks now correctly expire when the source stack dies.


Fixed a bug where summoned creatures under the effect of max-level "Heavenly Blades" were destroying themselves.


Creatures with ranged and long-reach attacks surrounded by other stacks now correctly switch to melee attacks while under the effect of "Berserk."


Fixed a rare bug where a stack would skip its turn instead of waiting.


Fixed a bug where creatures in combat could not trigger the positive Morale effect after waiting.


Fixed a bug where immunity to the Vampirism mechanic, destruction of summoned creatures, and destruction of temporary stacks was not working correctly.

Heroes, Skills, and Spells


The Lich ability "Death’s Embrace" now correctly interacts with the "Masterful Despair" spell effect applied by Laura.


Fixed a bug where Spell Power bonuses scaling from the level of Summon Avatar specialist heroes were not working.


Fixed a bug where the Grove hero sub-skills "Burst of Energy," "Just One More Time," and "Strong Connection" were incorrectly triggering when using abilities that did not actually consume Focus.


Fixed the "Revenge" sub-skill of the "Combat" skill — the hero now correctly receives a bonus Heroic Strike after a friendly stack dies.


The "One for All" and "All for One" sub-skills no longer incorrectly grant attribute bonuses for corpses on adjacent hexes.


Changes to Spell Power during combat now correctly update the numeric values of active effects and spells.


Magic Defense now correctly reduces magic damage from damage-over-time effects.


Fixed a bug in the effect applied to a hero by the "Shadowflight" spell.


The "Thaumaturgy" skill is no longer offered at the "Wise Owl" map object.


Fixed the synergy between the "Fortune’s Favored" Elite class and "As Luck Would Have It" sub-skill, which was causing abnormally high Defense values on creatures.


Fixed a bug where the Temple faction's "Chosen One" active ability had no cooldown.


Fixed incorrect descriptions of the "Temporal Spheres" spell upgrades.

Exploit Fixes


Alt+F4 protection: Reworked the emergency application close system. If a player closes the game via Alt+F4, the system now correctly assigns an automatic loss to that player and a win to their opponent.


Fixed an exploit that allowed seeing the enemy army placement during the Tactics Phase using a creature with high Speed.


Fixed a bug that allowed dishonestly swapping low-tier creatures for high-tier ones by switching their positions.

Sieges and Cities


Fixed a bug where traps created during a siege were not dealing damage to creatures that stepped on them.


Defensive tower damage during sieges now correctly scales based on the number of buildings in the city.


Fixed a bug causing a "zero" stack to appear when sending a hero to the "Guild of Six Winds" in a Temple city.

Multiplayer and UI Bugs


Fixed a bug where interacting with a map object in the last second of a player's timer would lock that object for the rest of the match.


Fixed a bug where Tier-7 creatures in the diplomacy window were blocking the purchase of all other creatures in that window.


Fixed incorrect display of a player kicked from a match when reopening the connection issues window.


Fixed incorrect display of the current income and point totals for Laws and Astrology when passing the turn in hotseat mode.


Fixed the Spellbook automatically closing when the opponent performed certain actions.


Fixed incorrect behavior of the hire window when there was insufficient gold to purchase creatures.


The tooltip for "Pocket Dimension" now disappears from the screen on its own.


The ~ hotkey (by default) now correctly resumes and stops hero movement.


Fixed the objects controlled by Black Player incorrectly marked as controlled by Red Player.

Description Fixes


Fixed incorrect numeric values for the Dungeon faction law "Leaders of the Nation."


The Dungeon faction law "Triumvirate’s Agents" now correctly applies only to heroes of that faction, as intended.


Fixed incorrect values in the description of the Minotaur Vanguard passive ability "Adrenaline Surge."


Fixed errors in the descriptions of the artifacts "Singing Pan‑Pipe" and "Clenching Ring."

Campaign and Scenarios


⚠️ This fix will not apply to saves made inside a mission before the patch ⚠️
The victory screen no longer covers the final story dialogue.


⚠️ This fix will not apply to saves made inside a mission before the patch ⚠️
Fixed broken quest and event triggers when loading certain missions.


Fixed a bug that locked artifact item slots when carrying them over from one mission to another.


The "Restart" button is no longer locked when loading a save.


Autosaves made within the same in-game day no longer overwrite each other — a save number in parentheses is added instead.

UI Improvements


Fixed a visual bug with creature movement range display during the tactics phase.


Holding Shift on elite class tooltips (in the hero window) now allows you to view details about the skills required to unlock those classes.


Positive and negative effects applied to heroes and creatures are now significantly more visible.


Various other visual improvements.

Balance

Skills

"Summon Avatar"

The skill has been significantly reworked and now the summoned avatar has its own unique scaling rules.


The summoned Avatar no longer receives a Defense bonus, and the Attack bonus now scales from the hero's Spell Power (not from Attack).


The Avatar no longer has a regular HP. Instead, it can survive a fixed number of hits: 2, 3, or 4 (depending on skill level).


The number of hits the Avatar can survive is increased by bonuses that increase creature HP.


The Avatar's HP cannot be restored during combat via healing spells or abilities.


Changes to the Avatar's base stats:


Damage increased: 6–6 → 12–12.


Initiative decreased: 6 → 5.


Speed decreased: 6 → 5.


Changes to stat bonuses (per 1 point of hero Spell Power):


HP changed: 12/18/24 → N/A.


Damage increased: 6–6/12–12/18–18 → 12–12/18–18/24–24.


Restriction: the Avatar can no longer be copied using the "Mirror Copy" spell.

Sub-skill updates:


"Avatar of Fury": now increases the summoned Avatar's Damage by 25%. The bonus is doubled if the hero has the "Leadership" skill.


"Avatar of Toughness": now allows the Avatar to survive one additional hit. The bonus is doubled if the hero has the "Defense" skill.

"Murmuring"

• Child of the Woods: Maximum mana granted has been reduced: 30 → 20.
• Expert-level sub-skills have been significantly reworked.


"Just One More Time." The cooldown reduction for all spells in the Spellbook when using Focus has been increased: 1 → 2 rounds.


"Burst of Energy." The bonus Damage to the Heroic Strike has been increased from 5% to 15%, but it now only lasts until the end of the current round.


"Strong Connection." The hero attribute bonus has been increased from 1 to 2, but now only lasts until the end of the current round.

"Righteousness"


Sub-skill "Chosen One." Stat bonuses granted to a creature from the hero's attributes have been reduced: 100% → 50%.


Sub-skill "Strong Faith." The bonus to additional attribute per round when a stack dies has been reduced: 2 → 1.

"Sorcery"


Sub-skill "Piercing Spells." Magic resistance ignored on targets has been increased: 20% → 25%.


Sub-skill "Magical Influence" has been replaced by a new sub-skill "Summoning Sorcery": All summoned creatures in battle gain +25% health and deal +25% damage.

"Insight"


Sub-skill "Civic Innovation." Bonus Law points: 100% → 30%.

"Offense"

Bonus damage from regular attacks reduced: 15/20/25% → 10/15/20%.

"Defense"

Damage reduction from regular attacks reduced: 15/20/25% → 10/15/20%.

Hero Specializations


Spell specialists have been slightly buffed. They now gain 1 additional Spell Power for their spell for every 2 hero levels (previously every 3 levels). Affected heroes:


Temple: Julius, Vesper, Anastasia the Meek, Nadir.


Necropolis: Marl, Laura, Lord Rufus.


Grove: Old Pilgrim, Faleor, Aeliniel, Glacia, Vim, Halon, Echolily, Sullie.


Schism: Changeling Urgo, Ra'Davok, Sister Keiri.


Hive: Mila.


Dungeon: Tellaris the Betrayed, Sister Deira.


Diplomat heroes have been slightly buffed. The base diplomacy power bonus has been increased from +5% to +10%. They also now gain +1% to persuasion power for every 3 hero levels (previously every 4 levels). Affected heroes:


Necropolis: King‑of‑Kings.


Grove: Alluring Sh'a.


Dungeon: Ylwari.


Morale specialists have been slightly nerfed. The additional morale trigger chance now increases by 1% for every 6 hero levels (previously every 4 levels). Affected heroes:


Temple: Aeos the Exalted.


Hive: Goldentongue.


Physical damage specialists have been nerfed. Base and specialized stack damage now increases by 1% for every 4 hero levels (previously every 2 levels). Affected heroes:


Necropolis: Bulwark.


Grove: Gorel Spearhead.


Schism: Grellekh the Betrayer, Icequeen Hel’Ghat.


Hive: Niev.


Magic Damage specialists have been buffed. Magic damage now increases by 1% for every hero level (previously every 2 levels). Affected heroes:


Schism: Blackhorn.


Dungeon: Zakron the Great.


Lord Edgar (Temple) has been nerfed. Bonus attack and Defense granted to creatures from the hero's attributes reduced: "20% + 5% per 6 hero levels" → "10% + 5% per 6 hero levels."


Aeliniel (Grove) has been buffed. Additional duration of Firewall increased: +1 → +2 rounds.


Tarius and Funerella (Necropolis) have been buffed. They now gain a 2% bonus to Necromancy power for every 5 hero levels (previously 1%).


Tavi (Hive) is now a Magic hero, and Pauper (Hive) is now a Might hero.

Starting Spell Changes

Temple


Heretic Avis: started with no spell → "Groundsight."


Pip: "Early Start" → "Clear Fog."


Lia the Untethered One: "From a Bird’s Eye" → "Inner Light."


Clarissa: "Energize" → "From a Bird’s Eye."

Necropolis


Zam: started with no spell → "Primordial Chaos."


Adahn: "Silence" → "Shade Cloak."


Ethric: "Shade Cloak" → "Song of Power."


Guildmaster Klastor: "Read Minds" → "Naira's Veil."


Shadespinner Oona: "Sleep" → "Umbral Grip."


Funerella: "Shackles" → "Read Minds."

Grove


Eith: "From a Bird’s Eye" → no spell.


Mreowa: started with no spell → "Berserk."


Elder Tss'kish: "Song of Power" → "Energize."

Schism

Important! Since all heroes of this faction are hybrids between Might and Magic, each of them now receives a starting spell. In addition, their starting army sizes have been averaged and no longer depend on the hero's specific class.


Nihil: started with no spell → "Energize."


Blackhorn: started with no spell → "Ice Bolt."


Matastala the White: started with no spell → "Optical Illusion."


Jänhei: started with no spell → "Early Start."


Mara Mat’ha: started with no spell → "Unnatural Calm."


The Iron Master: started with no spell → "Silence."


Changeling Urgo: no spell → "Shackles."


Martyr Tho: started with no spell → "Assemble!"


Grellekh the Betrayer: "Blessing" → "Enlarge Shadow."


Icequeen Hel'Ghat: "Ice Bolt" → "Shorten Shadow."


Kwinri: "Groundsight" → "Riposte."


Eye Collective: "Wean" → "Reinforcements."


Tölketh: "Reinforcement" → "Circle of Winter."


Ulkuth: "Unnatural Calm" → "From a Bird’s Eye."


Dhüvri: "Blink" → "Thick Hide."

Hive


Nor: "Impending Fate" → no spell.


Pauper: "Fireball" → no spell.


Leira: "Vulnerability" → "Wean."


Khariset: "Anti-Magic" → "Fireball."


Tavi: started with no spell → "Anti-Magic."

Dungeon


Creta, Daughter of Navarr: "Groundsight" → "Mind Reading."


Gleard the Grey: "Shackles" → "Temporal Spheres."


Kelarr, Son of Navarr: "Groundsight" → "Wean."


Glastor: "Thick Hide" → "Clear Fog."

Starting Skill Changes

Temple


Vesper: "Daylight Magic" → "Battle Magic."

Necropolis


Zam: "Battlecraft" → "Recruitment."


Adahn: "Recruitment" → "Battlecraft."


Funerella: Advanced "Necromancy" → Basic "Necromancy" and "Summon Avatar."

Grove


Mreowa: "Sorcery" → "Combat."

Dungeon


Motley: "Luck" → "Recruitment."

Hive


Pauper: "Battle Magic" → "Luck."


Oriax: "Summon Avatar" → "Recruitment."

Spells

Daylight Magic


"Healing Water." Base HP restored increased: 25/25/25/25 → 50/50/50/50.


"Inner Light." Base reduction to negative effect duration changed: −2/−3/−3/−3 → −2/−4/−4/−4.


"Vengeance":


Base Damage dealt reduced: 100/100/100/100 → 60/60/60/60.


Damage scaling from Spell Power reduced: 20/20/30/30 → 15/15/20/20.


"Judgement." Base damage dealt changed: 200/300/300/300 → 200/400/400/400.

Nightshade Magic


"Web." Casting cost reduced: 11 → 9.


"Umbral Grip." Damage scaling from Spell Power increased: 8/12/16/16 → 10/15/20/20.


"Summon Star Children":


Base number of summoned creatures increased: 4/4/4/4 → 8/8/8/8.


Number of summoned creatures scaling from Spell Power reduced: 2/2/2/3 → 1/1/1/2.


"Naira's Kiss":


Base Damage dealt reduced: 200/300/300/300 → 150/200/200/200.


Damage scaling from Spell Power reduced: 20/20/30/30 → 15/15/20/20.

Arcane Magic


"Shackles." Casting cost reduced: 9 → 6.


"Mirror Copy." Casting cost reduced: 24 → 20.


"Impending Fate." Damage per target level changed: 20/25/35/35 → 20/30/45/45.


"Reality Distortion." Casting cost reduced: 21 → 15.

Primal Magic


"Wean." Base reduction to positive effect duration increased: −1/−2/−2/−2 → −2/−4/−4/−4.


"Ice Bolt." Initiative reduction on target increased: 2 → 3.


"Firewall." Base damage dealt increased: 60/60/90/90 → 80/80/120/120.


"Anti-Magic." Casting cost reduced: 18 → 16.


"Summon Primal Remnant":


Base number of summoned creatures increased: 6/6/6/6 → 12/12/12/12.


Number of summoned creatures scaling from Spell Power reduced: 2/2/2/3 → 1/1/1/2.


"Armageddon":


Base Damage dealt increased: 100/200/300/300 → 150/250/350/350.


Damage scaling from Spell Power increased: 10/10/10/20 → 15/15/15/25.

Neutral Magic


"Magic Arrow." All damage is now dealt across three consecutive strikes.

Artifacts


Ring of Neutrality:


Rarity: Epic → Rare.


Effect reworked: the artifact now only neutralizes Luck (instead of both Luck and Morale previously).


Monster Head:


Rarity: Common → Rare.


Effect reworked: the artifact now neutralizes the Morale of all stacks in combat.


Sixth Finger:


Enemy Morale and Luck reduction reduced: 2 → 1.


"Ethereal Knowledge" set:


2-artifact bonus weakened: bonus XP gained by the hero 100% → 50%.


4-artifact bonus changed: it now increases the duration of all applied effects by 8 rounds (previously they lasted indefinitely until the end of combat).

Factions: Creatures, Buildings, Pandora's Boxes, and More

During our analysis of game statistics, we found that some passive abilities were incorrectly accounted for during the initial balancing process (for example, the "Parry" creature passive). As a result, some creatures were over-tuned and have been adjusted downward.

We also made a large number of targeted stat adjustments. These are mainly aimed at buffing upgraded versions of creatures that, according to collected data, were underperforming compared to their base versions.

Pandora's Boxes

The number of creatures players can receive from Pandora's Boxes has been adjusted. Values are given for standard/upgraded versions in "before → after" format:


Temple:


Tier 3, Griffin: 22/16 → 26/18.


Necropolis:


Tier 1, Skeleton: 80/60 → 65/50.


Tier 2, Wight: 40/30 → 45/35.


Tier 3, Undead Pet: 46/32 → 50/35.


Tier 5, Lich: 33/23 → 27/18.


Tier 6, Dread Knights: 17/11 → 16/10.


Grove:


Tier 2, Hoplet: 25/20 → 30/20.


Tier 3, Vine Iryad: 24/16 → 28/20.


Tier 4, Naiad: 21/15 → 24/17.


Tier 5, Herbomancer: 15/11 → 18/12.


Tier 6, Qilin: 11/7 → 12/8.


Schism:


Tier 1, Ra’shoth: 45/35 → 35/30.


Tier 3, Aga'shoth Rider: 26/18 → 32/23.


Tier 4, Grand Shoth: 17/12 → 20/14.


Tier 5, Concubus: 20/13 → 22/15.


Hive:


Tier 1, Parasite: 35/30 → 40/30.


Tier 2, Locust: 30/20 → 35/25.


Tier 3, Hornet: 24/18 → 30/22.


Tier 4, Scorpion: 26/18 → 29/20.


Tier 5, Reaver: 14/10 → 15/10.


Tier 6, Waurms: 12/8 → 13/8.

Temple


Tier 4:


Lightweaver:


Attack: 10 → 11.


Defense: 10 → 11.


Hierophant:


Defense: 15 → 16.


Initiative: 4 → 6.


Sun Herald:


Attack: 15 → 16.


Damage: 11–17 → 11–18.


Initiative: 4 → 5.


Tier 6:


Inquisitor. Health: 95 → 90.


Excommunicator:


Health: 95 → 90.


Damage: 22–32 → 23–33.


Tier 7:


Archangel. Gained the "Duelist" passive, same as the Apotheosis.


Apotheosis. Defense: 30 → 35.


Buildings:


Construction of "Sundrop Chapel I" and "Sundrop Chapel II" (Tier 4 dwelling) is now 250 gold more expensive.


Construction of "Threshold Basilica I" (Tier 6 dwelling) is now 500 gold cheaper.


Building "Hippodrome I" (Tier 5 dwelling) now requires "Griffin Rookery I" (Tier 3 dwelling) instead of "Mews I" (Tier 2 dwelling). Construction of both versions of the dwelling is now 500 gold cheaper.

Necropolis


Tier 2:


Wight. Initiative: 7 → 5.


Wraith. Initiative: 9 → 7.


Phantom. Initiative: 8 → 6.


Tier 3. Barghest:


Attack: 8 → 4.


The "Call the Pack" ability no longer ends the stack's turn. Its effectiveness has been reduced from 25% to 20%.


Tier 4:


Graverobber:


Defense: 9 → 10.


Damage: 6–8 → 6–9.


Merchant of Death:


Defense: 9 → 10.


Damage: 7–9 → 7–10.


"Dig Up Bones" ability. Number of summoned skeletons scaling from stack size increased: 2 → 3.


"Ensnare Memories" ability. Number of summoned Wights scaling from stack size reduced: 2 → 1. Ability casting cost reduced: 3 → 2.


Kennelmaster:


Attack: 12 → 13.


Defense: 13 → 10.


Damage: 6–8 → 6–9.


Speed: 5 → 6.


Tier 5:


Lich:


"Rewind Death" ability. Health restored changed: 60 + 10 × stack size → 20 + 10 × stack size.


Sanguine Lich:


"Rewind Death" ability. Health restored changed: 60 + 15 × stack size → 40 + 20 × stack size.


Tier 7. Vampire Scholar:


Stack abilities no longer end its turn.


"Corpse Explosion" ability replaced by new ability "Cleansing Blood": removes all negative effects from a chosen friendly stack.


Buildings:


Construction of "Bone Exchange II" (Tier 4 dwelling) is now 250 gold more expensive.


Law "Elite Liches." Bonus to Lich healing ability power: 100% → 50%.

Grove


Tier 1. Base weekly growth in all cities increased: 12 → 13. All hero starting armies adjusted accordingly.


Faun. Initiative: 5 → 4.


Faun Archer. Initiative: 6 → 5.


Faun Warrior. Initiative: 7 → 6.


Tier 2. Base weekly growth in all cities increased: 8 → 9. All hero starting armies adjusted accordingly.


Dusk Hoplet. "Bloom" ability. Spell Power bonus until end of round reduced: 3 → 2.


Tier 3:


Vine Iriyad:


Attack: 4 → 6.


Defense: 10 → 11.


Fungal Iriyad:


Attack: 4 → 6.


Defense: 10 → 11.


Initiative: 2 → 3.


Crystal Iriyad:


Attack: 4 → 6.


Defense: 10 → 11.


Initiative: 2 → 3.


Tier 4:


Naiad:


Health: 35 → 40.


Defense: 9 → 10.


Damage: 10–12 → 10–14.


Vernal Naiad:


Health: 35 → 40.


Defense: 9 → 14.


Damage: 14–16 → 14–18.


Brumal Naiad:


Health: 35 → 40.


Attack: 13 → 15.


Defense: 9 → 10.


Damage: 14–16 → 14–18.


Tier 5. Murmurmancer. "Shroomsong" ability. Mana restored per Focus point reduced: 8 → 6.


Tier 6:


Thunder Qilin. Damage: 27–36 → 30–36.


Mist Qilin:


Attack: 26 → 24.


Defense: 26 → 24.


Damage: 27–33 → 27–36.


Tier 7:


Phoenix:


Attack: 26 → 28.


Defense: 24 → 26.


Flaming Phoenix:


Attack: 32 → 34.


Defense: 24 → 26.


Energy Phoenix. Attack: 26 → 28.


Buildings:


Construction of "Faun Huts I" (Tier 1 dwelling) is now 250 gold more expensive.


Construction of "Hop Patch I" and "Hop Patch II" (Tier 2 dwelling) is now 250 gold more expensive.


Construction of "Blooming Pond I" and "Blooming Pond II" (Tier 4 dwelling) is now 250 gold more expensive.


Construction of "Shroomwood Shack II" (Tier 5 dwelling) is now 5 Wood cheaper.


Construction of "Thunder Lair I" and "Thunder Lair II" (Tier 6 dwelling) is now 500 gold cheaper.

Schism


Tier 1:


Ra’shoth. Initiative: 2 → 5.


Stinging Ra’shoth:


Attack: 4 → 5.


Defense: 4 → 5.


Initiative: 4 → 5.


Ferocious Ra’Shoth. Initiative: 3 → 6.


Tier 2:


Cultist. Damage: 3–5 → 4–6.


Binder:


Damage: 3–5 → 4–6.


Speed: 5 → 6.


Votary:


Damage: 3–7 → 4–8.


Attack: 8 → 9.


Tier 5:


Mistress of Chains. Attack: 16 → 20.


Bewitcher. Initiative: 5 → 6.


Tier 6. No longer deals 1.5× damage in Melee due to the "Paradoxical Shooter" passive: their damage is now reduced the same as all other ranged units.


Rift Arbitrator:


Attack: 22 → 24.


Defense: 24 → 26.


Bloated Arbitrator. Damage: 20–24 → 22–26.


"Involuntary Summons" building no longer requires other buildings to be constructed first.


Buildings:


Construction of "Lesser Summoning Rite I" (Tier 1 dwelling) is now 500 gold more expensive.


Construction of "Cultist Spire II" (upgraded Tier 2 dwelling) is now 250 gold more expensive.


Construction of "Aga'Shoth Stables I" (Tier 3 dwelling) is now 250 gold cheaper.


Construction of "Disturbing Summoning Rite I" and "Disturbing Summoning Rite II" (Tier 4 dwellings) is now 250 gold cheaper.


"Involuntary Summons" building no longer requires other buildings to be constructed first.


"The World is Ours" law Tier reduced: 5 → 3.

Hive


Tier 2. Overgrown Locust. Damage: 3–5 → 3–4.


"Burning Soul Burrows" (Tier 6 dwelling) no longer requires "Paper Nest" (Tier 3 dwelling) to be built first.


Buildings:


Construction of "Burning Soul Burrows I" and "Burning Soul Burrows II" (Tier 6 dwellings) is now 500 gold more expensive.


Construction of "Tower of Love I" (Tier 7 dwelling) now requires 5 Wood and Ore.


Construction of "Tower of Love II" (Tier 7 dwelling) is now 2500 gold more expensive.

Dungeon


Tier 2. Guile Infiltrator. Defense: 2 → 3.


Tier 4:


Minotaur. Morale: 2 → 1.


Minotaur Lord:


Attack: 12 → 11.


Initiative: 7 → 6.


Morale: 2 → 1.


Minotaur Vanguard:


Defense: 12 → 11.


Morale: 3 → 2.


Tier 5:


Medusa Sculptor. Attack: 18 → 20.


Medusa Queen. Initiative: 6 → 7.


Tier 6:


Chthonic Hydra:


Health: 150 → 160.


Defense: 32 → 34.


Infernal Hydra. Damage: 30–33 → 30–38.


Tier 7. Ashen Dragon. Attack: 33 → 37.

Neutral Creatures


Tier 4. Primal Remnant. "Emboldening Spores" ability replaced by new ability "Cleansing Spores": removes all negative effects from this creature and all friendly stacks in adjacent hexes.


Tier 8. Lich Dragon. This creature's magic resistance now reduces incoming Magic Damage by 85% (previously 60%).

Map Generator and Objects

General Changes


Adjusted the internal guards of the "Tomb of Vigilance" object:


Number of Undead Pets and their upgraded versions depending on object difficulty: 13/26/37/47 → 14/28/40/50


Adjusted the internal guards of the "Ritual Pyre" object:


Number of Herbomancers and their upgraded versions depending on object difficulty: 5/10/14/18 → 4/8/11/14


Adjusted the internal guards of the "Carrion Pile" object:


Number of Locusts and their upgraded versions depending on object difficulty: 18/36/52/65 → 19/38/55/69


Maps now generate slightly more Wood and Ore relative to other resources.


Gold rewarded for defeating the "Research Laboratory" guards reduced: 30000/40000/50000/60000 → 20000/30000/40000/50000.

Jebus Cross


Starting areas:


Artifact generation improved.


Pandora's Box creature generation slightly improved.


Guard strength for optional cities reduced by 35%.


Probability of high-tier creature dwelling generation slightly increased.


Central area:


Number of Prisons slightly reduced.


"Remote Foothold" generation adjusted: they now spawn more evenly, and the roads leading to them cover a larger area.


Default creature count in external dwellings increased to 2× the standard growth.


Default-built "Tavern" and "Mage Guild" removed from all cities. Other pre-built buildings have also been slightly adjusted.


Side areas:


2 mandatory guarded "Town Gates" added, allowing players to return to any city they own.


Spells and creatures completely removed from Pandora's Boxes in these areas.


Default creature count in external dwellings increased to 3× the standard growth.


Each side area now guarantees one city matching the player's faction. All creature recruitment buildings are fully constructed in these cities and in the area's central city.

Arcade


Maximum number of possible "Dragon Utopias" in the central area increased.


Several artifacts unsuitable for this template have been removed from generation.


Guard strength of objects in the central area increased.

Exodus


Pandora's Boxes granting +3 and +4 to all hero stats can no longer generate in player final areas.


Pandora's Boxes granting +1 and +2 to all hero stats are less frequent in player final areas, but their value (and external guard strength) has been increased relative to standard values.


Creature dwelling generation in player starting areas adjusted: the statistical bias toward low-Tier dwellings has been removed.

Sprint


All heroes now start with the "Primordial Chaos" spell, with its casting cost reduced to 0.


The spells "Assemble!", "Groundsight," "From a Bird’s Eye," "Naira's Veil," and "Clear Fog" are fully blocked.


Guard strength between areas increased.


The number of Astrology points and Law points required to gain new levels has been reduced.


All "Logistics" specialist heroes are banned.


The number of unguarded resources in all areas has been reduced.

Harmony


Template size reduced to 112×112 for more dynamic gameplay.


Unguarded resource count reduced in all areas.


Guard strength increased between the 2nd and 3rd areas of each player, and between the 3rd areas of both players.


A mandatory "Redwood Observatory" added to the 2nd area.


The 2nd area now contains two "Town Gates," positioned away from roads.

Vendetta


More creature dwellings and "Town Gates" now generate in the starting area.


More creature Pandora's Boxes now generate in the central area.

Jebus Outcast


Several variations for starting area generation have been added to the template.

Miracle


The generator now lays dirt roads to help players visually identify exits from the starting area more quickly.

Matchmaking

We hear your requests for the ability to play exclusively on the templates you prefer. As mentioned in the early access roadmap, this feature will definitely be added in the future. In the meantime, we've prepared a small change to the online game settings and rotated the templates available for competitive play.

Classic Mode


Map rotation updated:


Old set: Jebus Cross, Universe, Infinity, Last Fortress, Arcade.


New set: Jebus Cross, Universe, Infinity, Sand Clover, Arcade.


Jebus Cross is always included in the selection pool.


Timer settings adjusted on some templates:


Jebus Cross. +60 seconds added to the daily timer.


Universe. −120 seconds from the starting timer.


Infinity. −60 seconds from the starting timer.


At high Ranks, combat time on all templates increased from 90/105 to the standard 120 seconds.

Single Hero Mode


Map rotation updated:


Old set: Harmony, Sprint, Exodus, Jebus Outcast, Vendetta.


New set: Harmony, Sprint, Exodus, Blitz, Vendetta.


Exodus is always included in the selection pool.


Timer settings adjusted. Combat time is now set to uniform values across all leagues: 60 seconds for Sprint and Vendetta, 80 seconds for all other templates.

Arena Mode

We are beginning to plan a major arena update that will make battles even more engaging and exciting. It will arrive a bit later — but in the meantime, to keep things fresh, we're making some small balance adjustments to the current ruleset to shake up the meta.


The following artifacts have been removed from the mode: "Orb of Inhibition," "Ring of Neutrality," "Monster's Head," "Chain Link," "Deck of Spells," and "Runestone Shards."


The following artifacts will appear much less frequently: "Nightshade Tome," "Daylight Tome," "Arcane Tome," "Primal Tome," "Robe of Enlightenment," "Bottled Spells," and "Spellbinder’s Hat."


Players are now offered a choice of 10 spells when building a loadout (previously 9).


Level 4 spells no longer appear in the Arena. The chance of receiving a level 2 or 3 spell has been reduced.


The number of creatures offered to players has been changed (values shown for standard/upgraded versions in "before → after" format):

Temple


Tier 4. Lightweaver: 60/40 → 58/40.

Necropolis


Tier 1. Skeleton: 350/265 → 370/280.


Tier 3. Undead Pet: 135/95 → 130/90.


Tier 4. Graverobber: 62/42 → 64/44.


Tier 5. Lich: 56/38 → 54/36.


Tier 7. Vampire: 22/12 → 22/13.

Grove


Tier 1. Faun: 145/110 → 150/115.


Tier 2. Hoplet: 100/75 → 105/75.


Tier 3. Vine Iriyad: 70/50 → 75/55.


Tier 4. Naiad: 52/38 → 52/36.


Tier 5. Herbomancer: 32/22 → 35/24.


Tier 6. Qilin: 20/12 → 24/15.

Schism


Tier 1. Ra’shoth: 250/195 → 215/165.


Tier 2. Cultist: 105/80 → 100/75.


Tier 3. Aga'shoth Rider: 90/65 → 95/70.


Tier 4. Grand Shoth: 46/32 → 50/34.


Tier 5. Concubus: 46/31 → 48/32.


Tier 6. Arbitrator: 25/16 → 25/15.


Tier 7. Abyssal Envoy: 13/7 → 12/7.

Hive


Tier 1. Parasite: 190/145 → 180/140.


Tier 2. Locust: 125/95 → 110/85.


Tier 3. Hornet: 75/55 → 70/50.


Tier 4. Scorpion: 66/46 → 58/40.


Tier 5. Reaver: 30/20 → 27/18.


Tier 6. Waurms: 23/14 → 20/13.


Tier 7. Hive Queen: 13/8 → 12/7.

Steam reviews — thank you!

Your reviews help us understand what matters most to you. We read every single one, so please keep them coming — they really do make a difference.

Official Wiki

New to the series or a returning veteran? We have an Official Community Wiki for you to master the art of war! Thanks to active community members, it has detailed breakdowns of unit stats, spell tiers, and other detailed data for those who wish to dig deeper. You, our community, are the gift that keeps on giving!

Join the Community

Stay informed and share your victories with the community! Follow us on Discord, Steam and Facebook for the latest patch notes, community discussions and chit chat with our team! We would also like to take this opportunity to give a shoutout to the unofficial community subreddit, where you’re also welcome to share your thoughts!

With love,

💙 Unfrozen Team
查看 Steam 原文 →
The Land of Glory: 1,000,000 Copies of Olden Era Sold! steam_community_announcements
Greetings, Heroes!

We are now a month into the Early Access of HoMM: Olden Era during which we’ve got to see you explore Jadame in every way imaginable! However, there's something you have done that has completely blown us away:

Heroes of Might and Magic: Olden Era has already sold over 1 000 000 copies on Steam!

This means that so many of you have purchased the game that you would effectively form a massive island nation — impressive!

Here's what you, our community, have managed to achieve on top of that:

Since the game's launch you’ve posted nearly 17 000 reviews and over 33 000 of you have joined us on Discord! You also continue to support us in every way you can on all social media and in the game so thank you for that!

Thanks to all of that, we were able to align our roadmap to your needs and feedback! We will continue to prove that Olden Era is not just another Heroes game, but a return to greatness you’ve all been asking for!

As we continue exploring Jadame together, your feedback will be our greatest resource. Every review and bug report helps us to improve all aspects of the game and deal with all the issues you come across. Believe it or not, we read every single one of your messages and reviews and will continue to do so.

Additionally, we published the roadmap earlier today, which you can read more about here!

Thank you for your support and patience! May you always find the best Pandora Boxes!

With love,
💙 Unfrozen Team
查看 Steam 原文 →
Heroes of Might and Magic: Olden Era teases a roguelike mode as it hits 1 million sales PC Gamer
Heroes of Might and Magic: Olden Era's strategy of building on the series' peak—the 1999 classic HoMM 3—has paid off. In a single day it broke even, shifting 250,000 copies. And in less than a month it managed to climb up to 1 million...
Read more.
查看 Steam 原文 →
Building the Future — HoMM: Olden Era's Early Access Roadmap is here! steam_community_announcements
Greetings, Heroes!

What a lovely start to an Early Access these past four weeks have been! So, so many of you have decided to join an expedition or catch a portal to Jadame, explore it and share feedback with us — we’ve been extremely happy to work with it these past few weeks! As always, we continue to monitor your feedback and weave it into the upcoming updates and changes.

While our main priority remains to ensure a smooth experience in Olden Era and to address any urgent issues that may arise — which will lead to many regular patches throughout Early Access — we would also like to share what our long-term plans are!

Now that we’ve heard loud and clear what you think are the most important features that we should implement, we’re ready to unveil what you’ve all been waiting for: the Roadmap for Olden Era’s Early Access!



Regular updates:

Throughout the Early Access stage, we plan to — besides fixing bugs, balancing and improving UI and Quality of Life — regularly add fresh content. New neutral creatures, heroes, artifacts, spells, map objects, scenarios and so on — everything is on its way.

Stage 1 (Q3 2026):


Teamplay Mode: a highly requested co-op play feature. You will be able to play together as a team versus AI-opponents or another team of players.


Advanced features for the Random Map Generator : Changing the map size, setting the amount of players and adjusting other significant options directly in the game.


Hero skills rebalance: Hero skills’ will be changed according to your feedback.


Emote wheel update: the emoji wheel will become more comfortable to use and feature more responses.

Stage 2 (Q4 2026):


Matchmaking system rework: Advanced options and features for matchmaking system.


Elite classes (also known as Subclass system) rework.


Observer Mode & Replays: Highly anticipated — already announced previously — features that allow you to watch other players’ matches or recap the most exciting moments of your own match!


Alternative Creature Upgrades rebalance.

Stage 3 (the road to patch 1.0, before the full release):

This stage includes all the time left in Early Access — we will share more details on this content as we get closer to the end of Stage 2.

Throughout this lengthy Stage we plan to add or change the following things:


Underground Layer: The classic HOMM-series feature, it will allow you to venture into another map level, which exists simultaneously with the main map. It will include special terrain, its own set of objects, brand new music theme and much more.


Thieves' Guild: Yet another highly anticipated classic feature, which allows players to get more info on their enemies and the overall game situation.


New neutral Tier 8 Creatures: Lich Dragons will get some company!


Map Editor improvements: Map editor will become much more user-friendly, stable and clear.


Ironman mode for the Campaign: Those who crave a challenge will get a chance to try their best in order to beat the story without an opportunity to save the game regularly. One save to rule them all!


Match statistics: Behold the post-match charts and numbers in their full glory.


The max level for spells will be increased from 4 to 5, with some additional improvements that will be revealed in the future.


Major hero specialization rework.


Cities’ models changing on a global map with upgrades.


New win conditions in PVP.

Stage 4 (1.0, full release):

During this Stage we aim to exit the Early Access and fully release Olden Era (more details about that in the future). What does it mean exactly? It means:


Campaign acts 2 & 3: Fully fleshed out campaign with a completed story.


PVE Roguelike Mode: We know it’s intriguing and we cannot wait to share more with you!.. Yet a bit later.


Map Sharing support.


Alternatives to Pick & Ban for PVP.


More achievements.


More Steam perks (Steam only: sorry, we cannot add Steam perks outside the Steam…)!

One more notice: last week we mentioned there would be a balance patch coming. However, it needs just a tiny bit more time and will arrive early next week.

There are also various places we’d like to invite you to such as:

Official Wiki

New to the series or a returning veteran? We have an Official Community Wiki for you to master the art of war! Thanks to active community members, it has detailed breakdowns of unit stats, spell tiers, and other detailed data for those who wish to dig deeper. You, our community, are the gift that keeps on giving!

Join the Community

Stay informed and share your victories with the community! Follow us on Discord, Steam and Facebook for the latest patch notes, community discussions and chit chat with our team! We would also like to take this opportunity to give a shoutout to the unofficial community subreddit, where you’re also welcome to share your thoughts!

With love,

💙 Unfrozen Team
查看 Steam 原文 →
Patch #7: Removing Abuses and Improving Campaign steam_community_announcements
Greetings, Heroes!

A new update is now live! This patch focuses on significantly improving the overall campaign experience, eliminating progression-breaking script crashes, and optimizing map areas. We have also fixed several bugs that were unfairly abused in some games, ensuring a fair and competitive playing field for everyone.

Additionally, this update introduces a couple of quality-of-life features: the in-game bug-report form has been slightly improved, and you can now select an alternative starting camera position during combat.

Rest assured, the next patch is already on the way! Get ready to see it next week — its main focus will be balance changes, and we cannot wait to share them with you!

Changelog

v. 0.80.16

New Features


Added an alternative starting camera position in combat. It allows you to zoom the starting position in a little closer or, conversely, further out.

Bug Fixes


Fixed the pocket dimension logic with the "Direct Supervision" skill that allowed army size to be doubled.


Fixed a bug that doubled garrison troops during a city siege.


Fixed incorrect behavior of the "Taunt" effect.


Fixed a bug where the camera would sometimes zoom in too far at the start of combat.


Disabled camera position saving between battles.


Fixed a bug where a hero on the map could not interact with a city by pressing Space.


Fixed a bug that made it impossible to use a hero's strike when using the upgraded Excalibur.


Fixed incorrect camera behavior in certain situations.


Fixed tournament information display after loading a save.


Fixed UI breaking when loading the game in map view mode after one of the participants had left the match.


Fixed incorrect display of the name of a participant who lost or left the game.


Fixed the "Perception" sub-skill of the "Insight" skill.


Fixed Cyrillic character display in player nicknames.

Campaign

⚠️ Most fixes will not apply to saves made inside a mission prior to the patch ⚠️

General


Fixed game area layouts in several missions. This fix directly affects AI behavior logic and the correct functioning of sub-skills related to territory control.


Fixed the timing of story dialogue windows in a number of missions — dialogues following the defeat of story enemies now play strictly after their death animation, not before it.


Necromancy is now enabled by default for Necromancer heroes.

"Into the Woods"


Fixed a bug that caused the dialogue with the Crystal Canyon guards to repeat after the player chose to attack them.

"Never-ending Conflict"


Removed a pile of resources that was located inside decorations and was inaccessible.


Added unique inventory icons for quest-related items.

"Burning Hearts"


Fixed a bug in the dialogue with the builders: selecting "Give Resources" now correctly deducts them from the player's total.


The builders' quest is now correctly removed from the journal if the player changes their mind about fulfilling the conditions and decides to attack them instead.


Fixed a bug where Ignatius would appear in the final dialogue even when he shouldn't have. ;)


The neutral Warlock will no longer return and attack the spies at the portal.

"Deal with a Vampire"


Fixed bugs with quest markers.

"Saving the Knight"


Fixed a critical bug related to the Sentinel of Glory that broke all subsequent mission scripts.


Fixed a critical bug related to the Troglodyte that broke all subsequent mission scripts.


Fixed the Troglodyte dialogue replaying after selecting "Attack."

"Renegade" and/or "Corruption"


Fixed a bug where, during the amplifier destruction quest, the player received a negative effect despite having the option available to avoid it.


Added a unique model and icon for one of the quest items.


Fixed a bug that caused an infinite tactical phase in the battle with the Necromancer at the portal.


Updated the bonus movement point logic for all heroes.


Minor mission balance tweaks.


Fixed quest markers.


Fixed a bug that caused an error in one of the quests.


Replaced one outdated voice-over audio track.

"Alvar Diruil"


Fixed a bug that allowed one of the battles to be skipped.


Map exit points and paths leading to them are now more visually prominent.


Fixed incorrect speaker name and portrait display in certain dialogue lines.

Scenarios

⚠️ Most fixes will not apply to saves made prior to the patch ⚠️

General


Fixed game territory layouts in several missions. This fix directly affects AI behavior logic and the correct functioning of sub-skills related to territory control.

"Fun and Graves"


Fixed a bug that blocked mission completion after winning in one of the possible situations.


Fixed a bug where the game incorrectly registered the death of one of the characters.


Fixed the portrait of one of the non-player characters.

"Glittering Strait"


Fixed a bug that caused an empty, broken dialogue to appear.

Localization


Updated localization for all languages: added translations for new settings, fixed errors, etc.


Added the ability to select the localization language in the bug report submission form.

Steam reviews — thank you!

Your reviews help us understand what matters most to you. We read every single one, so please keep them coming — they really do make a difference.

Official Wiki

New to the series or a returning veteran? We have an Official Community Wiki for you to master the art of war! Thanks to active community members, it has detailed breakdowns of unit stats, spell tiers, and other detailed data for those who wish to dig deeper. You, our community, are the gift that keeps on giving!

Join the Community

Stay informed and share your victories with the community! Follow us on Discord, Steam and Facebook for the latest patch notes, community discussions and chit chat with our team! We would also like to take this opportunity to give a shoutout to the unofficial community subreddit, where you’re also welcome to share your thoughts!

With love,

💙 Unfrozen Team
查看 Steam 原文 →