Suggestions/wishes for HoMM3 patch, expansion or
Some of these suggestions obviously can't
be added in a patch but maybe they can be
implemented in an expansion pack or Homm4.
Suggestions 1-27 previously posted, but some
are newly edited for clarity.
Suggestions 28-49 are new.
1. In the town screens it would be really nice
if each creature dwelling actually had one or a
few of the creatures that it produces out in front
of the structure. Like dwarves working on the
forge or champions jousting. It would just make
learning and picking out the correct buildings much
2. Need a way to switch between the upper and under
world while viewing the View World map. The 'U'
hotkey does not work in this view either.
3. Would be cool if you could click on the items
on the legend for the View World map and 'highlight'
those items so that they glow or flash on the map.
4. Need a way to trade items between visiting and
garrisoned heroes. If you have 8 adventuring heroes
out and you have all your castles garrisoned this
makes trading difficult or wasteful since you must
dismiss someone to trade. Make it a hotkey.
5. Elementals: Air and Fire elementals should be
Flyers. Fire elementals should have fire shield
like the Efreet Sultans do. All elementals should
be immune to the damaging/offensive spells of their
own school and take double damage from opposite
school spells. The way it is now it seems that the
air and earth are reverse of fire and water. Also,
they should be immune to the beneficial/defensive
spells of their opposite school.
When your hero levels up or is choosing between gold/exp with a treasure chest,
it would be nice to be able to click (or right click) on the hero picture and
see that hero's stats screen (so you can find out how close you are to a level
or how many empty skill slots you have).
Also, many, many of the spells and skills need to be improved because they are
all but useless. (Like the Protection from ... spells, how about making them
Basic: Creature takes 50% damage from the school Advanced: Creature takes no
damage from spells from the school Expert: All allied creatures take no damage
from spells from the school). This way, it's like a toned down anti-magic, but
is useful enough to actually cast.