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The concept is good but still needs refinement.
- Towns don't have town screens, but plots around them on the adventure map and you can only build some things, when an enemy conquers a town, it resets it, all the buildings are lost so if you retake it again, you have to rebuild everything, which I did not like.
- You can't have infinite army numbers (doomstacks) you ca only have a set number of units and you can't stomp though trivial encounters, another thing I don't like.
- Magic system works differently and is based on the types of units in your army, I'm not sure I fully understand it yet with ~10 hours in-game.
- Artifacts aren't unique, instead the system is like an MMORPG item quality system - blue items, green items, white items, purple items, etc. You can loot the same artifact multiple times and fill your inventory with lots of useless copies of artifacts.
That's about all I found to be different. Personally, I still enjoy HoMM3 (vanilla and with mods) more than SOC, even though SOC is not bad, I'm just comparing it too much to HoMM3.
Unless it is wrong answer. Gameplay and mechanics are better in HoMM. Like armies not limited to own faction (so you can create fun combos), heroes not limited to specific spells (again you can create fun combos) and scouting the map with heroes instead of waiting to upgrade your starting town first.
This game is a classic example of overthinking something that was figured out already. They should just go for HOMM clone and it would be much better. If chess rules are working, you don't change chess rules and call it " better " just becouse it's 2023 and it's time to design something fresh.
Also, pixelated graphics is not for everyone and I dont see any redeeming factor of having this type of graphic design. It's like this weird forced retro-fetish that feels like someone is trying to be edgy for no good reason. Animations are also weirdly sped up - mobile game style.
Big giant MEH.
More town customization, being able to double up on units or get resources from towns.
Stack caps! Honestly not sure why they dropped this from King's Bounty to HoMM 1 but it helps fight doomstacking.
Magic system - the question of splitting stacks for more mana is interesting, and it's nice not having every fight start with the best spells. This also makes having the first unit in the first turn less important by quite a bit. There isn't a 'power' stat though so spells don't get nearly as absurd late game, for better or worse. Utility spells let you do some cool things though, summoning tile blockers or moving units around can be really really good, and trying to combo spells with units by making sure you get the mana you need is rather complex.
Restricted wait command - because wait wait wait wait got a bit tiresome.
Ranged system with different ranges per unit is pretty nice. Kinda wish they'd had some more wild variations though, like units with a 2 tile deadly range or something.
The bad:
Less quantity of content. Pretty uninspired AI. Wish the campaigns were less like tutorials. Less neutral units (almost none). Damage magic doesn't scale. The research system is kinda awkward, imo.
Less of a king's bounty huge single player map exploring kinda feel to it overall.
Absolutely suggest it though.
Also you're really going to act like Homm3 has spell combos comparable to this game? In heroes you can only cast 1 per round. Here not only do the spells have way more utility but you can cast multiple on the same turn.
It's not really true that heroes are limited to specific spells though, they just have specialty spells and harder to spam spells. You can easily get any magic type by learning the spell skill (or all at once potentially).