Heroes of Might and Magic III is a turn-based strategic war game, set up in a classical role-playing game Environment. It involves capturing and developing towns, gathering resources, assembling armies and sending them into combat. Each town has a theme and can only raise the type of creatures appropriate to that theme. The resources (gold, wood, ore, gems, crystal, mercury, and sulfur) can be found mostly in mines and are gathered once a day. They are used to build new buildings in your towns, to improve existing buildings, to buy armies, etc. Each army is led by a hero and consists of up to seven stacks of creatures raised in towns or recruited in countryside. The armies are sent into tactical combat, which can occur either in countryside or in towns. If the attacker captures the town, the winner can recruit the creatures raised in that town afterwards.
Fifteen years later, rediscover the epic tale of Queen Catherine Ironfist, as she re-embarks on her critically acclaimed quest to unite her ravaged homeland and re-conquer the kingdom of Erathia. New features include:
Moddb.com
The new version contains many small improvements and fixes. In this release there is no major new feature, this will be kept for the 1.09 release.
If you like the mod and update please give a positive rating here on ModDB ;-)
How to install: How to Install ERA and ACM
Download on ModDB:
Advanced Classes Mod 1.085 Update
Changelog Version 1.094 (25.May 2024)
can be found inside the mod folder, available after download
Changelog Version 1.085 (26.November 2022)
Removed all files of Difficulty Mod from ACM. Dif Mod will now be distributed as a standalone mod. As usual, before installing the new ACM version, delete ACM mod folder to prevent old/outdates files in the installation.
New:
- refactored code to set skill descriptions in hero screen (by Daemon).
- refactored code for Mobile Market of Time (by Daemon).
- New appearance of the Warmachine Upgrades window (by Daemon and Sandris).
- Each commander class now has own value for Magic Resistance, Dwarf and Golem type. Check bonus list to see commander attributes.
- Right Clicking on Spell points in hero screen now show SP that gets restored over night in hero screen.
- Right-Clicking on commander now shows commander class and live kill count in battle.
- Cloak of the Undead King full setbonus now working (5% leech)
- Restructured the script that disables incompatible WoG options. Gave a brief description as to why this particular option is disabled, to help players understand.
- Oris now starts with Frenzy spell because she is Fire Specialist.
- Attracted creatures from Diplomacy skill now also cost resources if they require it.
- Diplo now works for AI, they will always accept the offer to buy as long as they have cash (thx to demoix to point that out)
- Nobility now works for AI if hero walks in castle. (thx to demoix to point that out)
- Most scouting events now works for AI (thx to demoix to point that out)
- Spell Trainer: In order to level spells the magic school is no longer required, meaning you can start levelling spells right from the start, in order to compensate the chance for levelling up has been slightly reduced. (Idea and implementation from Sokiee)
- Right-clicking the hero name now shows preferred main class. You can use this the see ig a hero prefers Warrior, Mage or Adventurer.
- Ogre Club now has small chance to stun in melee attack.
- Spyglass and Speculum now unlock unique scouting events.
- Diplomacy numbers overview when right click skill. Shows all sources of Diplo (Artifacts, Skills, Speciality)
- Elemental Unity set bonus redone (the orbs set). Added Magic Pierce when set is full.
- Artillery pre damage skill now works in combat. (Thanks to Daemon)
- Eagle Eye Magic Artillery skill now works in combat, better for multiplayer matches and the replay option.
Balance:
- Hunter Magic block reduced from +100%MR to +50%MR (Dwarv Type) in the first Battle Round.
- Commanders now have less magic resistance due to Magic skill. (from 95% to 40%).
- Commander Attack skill gives less Attack (from 40 to 30 on GM).
- Commander Defense skill gives less Defense (from 55 to 35 on GM). 55 was just to much, especially compared to attack value, which was lower for some reason.
- Wizard Well now regenerates 200+20% of max SP, instead of always full.
- Com Scout class chance to generate res down to 33% (from 50%).
- commander artifacts buffed if equipped on hero, to make them better alternative. They now give more primary stats.
- Basilisks Venom set bonus buffed with more primary stat points when full.
- Changes to mechanic of Fire Shield spell. Now for the FS to return more magic damage, it has to be casted on that creature. FS also now trainable with Spell Trainer.
- Reduced the power of the Fire Mage commander class by lowering the damage.
- Reduced default "Damage_Spells_Increment" for spell trainer from 2 to 1% per level up (you can still change it back if you want). Now it should be more consistent with the Sorcery skill.
- Ciele Magic Arrow now free cast for every 7 levels (from 6).
- Improved Magic Arrow damage increase down to 2% (from 5%) per level but increased the level cap to 4 times hero level. This should give slower progression.
- Scouting specialists increased chance for scouting events per level to 4 (from 3).
- Reduced spell damage from all orbs from +50% to +25%. Added Magic Strength so now the also good for buff spells.
Fixes:
- fix Brute Gold gain per combat limited to 1 million to prevent overflow (thanks to Stonem).
- fix Uland multicast before level 20.
- fix Brute Commander gold gain was double reduced by passive (thanks to Blood).
- fix secret mage set gave 3 crit chance/damage per fight instead of 2, as pointed out in description.
- fix Diplomacy overflow, now the max amount of creatures that can be obtained is limited to 1000 creatures (thanks to Stonem).
- fix for Adventurer and Mage class set when equipping two rings, could lead to stat overflow (Thanks to Tupaz).
- Fix Elemental Unity Set extra cast (Thanks to Stonem).
- Fix special heroes extra cast not increasing the cast counter (which would spells cost more SP).
- Fix Summon Element from Conflux Commander bad interaction with Orbs (thanks to Stonem).
- Fix disabled WoG option 9th/10th skills, now hero experience can always be viewed. Use 10th Skill mod instead.
- Fix many optimizations to prevent desync in multiplayer matches. For examples new windows will now only show to the player who is active and not both. Still the mod is not really recommended for TCP/IP MP, but you can try.
- Fix Soul Eater passive will no longer increase skeleton Henchmen. (Thanks to Suftfree)
Hello patient followers of H3SW! Two weeks ago we announced the reveal trailer for the next version of H3SW to be released this year. If you haven't seen...
Advanced Classes Mod 1.08 version is released. New secondary skill icons for Master and Grandmaster skills. Restored proper skill names and some balance...
Advanced Classes Mod 1.072 version is ready. New game modes, improved commander artifacts, 9 new commander classes, balancing, and corrections.
Advanced Classes Mod 1.06 version is ready. New pictures, new artifact sets, improved skills and balancing. See the changelog for all changes.
cnc-ddraw can fix compatibility issues in older 2D (DirectDraw) games, such as black screen, bad performance, crashes or defective Alt+Tab. Adds new features...
I write changelog in acidcave in future. Mainly long work on reducing the file size (division/seperate into languages), translations of the new Russian...
I write changelog in acidcave in future. Mainly long work on reducing the file size (division/seperate into languages), translations of the new Russian...
I write changelog in acidcave in future. Mainly long work on reducing the file size (division/seperate into languages), translations of the new Russian...
This mod add 7 new towns: Wonderwoods, Eldorado, SandTown, ShadowTown, Neutral Town, ForestTown, Bastion(Pavilion) and new creatures to the game with...
Probably final version. Works well enough for me to use it. If I find any bugs, I'll probably update it.
good, game. Still have fun play it.
Cool!
A new HoMM 3 expansion Horn of the Abyss has been released! A new pirate town, campaign, a lot of bugfixes, and more. Everything looks totally professional.
Official forum thread: heroescommunity.com/viewthread.php3?TID=39830&pagenumber=1
Да создайте же вы страничку :)
elo
I own all Homm titles except the last installment ( 6 ). My all time favorites are Homm 2, 3 and 5. I have the greatest memmories with Homm 2 and the 4 maps Beltway, Broken Alliance, Seven Lakes and Full House. I liked the camapaigns a lot in Homm 3 and 5 well 5 i like because it is 5. Anyway i do not care for graphix cause all of them are greate 2D and 3D.
Nice that i found this remake of the map beltway. Now to find Broken allaince (Seven Lakes i have it) - Full House working on a remake :D
Any success with the maps? They could come in handy very much in terms of The Succession Wars Mod for HMMIII, which is currently featured on ModDB.
this game is classic my childhood favourite game
This game was released when there were no kids to scream for fancy graphics and arcade shooters. This game was all we needed back then. Oh, the memories <3
This is not YouTube but, thumbs up if you think that "Heroes III" is the best of the "Heroes" series !
Sorry man, I have to give it to Heroes 5. Great graphics meets great gameplay. The only flaw in that game is the waiting time between turns.
Heroes III is amazing, don't get me wrong. But it gets boring after a while since the graphics and gameplay are repetitive.