Folgendes habe ich (mal wieder) auf der AOH-Community-Seite gefunden...Ãbersetzen auf deutsch habe ich kein Bock, müsst schon englisch können ;)... Achso das kommt mal wieder von Geny der es auf der offiziellen Seite aus dem russischen übersetzt hat:
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Von Gameland.ru:
Right here goes:
- Don't know if this was mentioned, but when Arcane Crystal gets destroyed it damages all surrounding units.
- Looks like I was right. The ability to "spoil" enemy magic is learnt seperately for each magic school.
- The battle cries do require mana.
- One of the battle cries gives the ability to kill a few creatures in your own army, after that the rest of the stack will become more efficient. (that's the part that elvin couldn't figure out)
- Unless it's mentioned just as an example, the orc-warriors will get double damage after reaching their first rage limit and bonus to HP and attack after reaching the second rage limit. But if they'll just stand around, they'll lose the bonuses.
- An orc building called "Piles from our enemies" (that will look like a pile of war trophies, demon bones etc.) will raise the initial rage level of units in battle. The more "piles" the better.
- Amongst the adventure map buildings, there is a "Memory Mentor" which will allow a hero to "forget" one of his skills! (no longer do we need to fear the useless witch huts)
- (especially for nickkk, although I know it's been mentioned before) The initiative of the orc units will be moderate, but the attack will be very developed.
Line-up (most of it has been said here before, but I'll post it anyway for those who might have missed it):
-When the goblins are hit (even by a retal.) they will try to run as far as possible. When their numbers are down to a quarter of their initial numbers they will change sides. Goblin-shaman might spoil a spell cast by enemy hero or unit. Goblin-trapper can lay invisible traps.
- Centaur Nomads run away before they retaliate, but deal half damage. Centaur Maroders don't get a penalty when shooting from zero range (I still can't understand whether they mean No Melee Penalty or not).
- One of the Orc-warrior's upgrades has a chance to take a hit instead of an adjacent ally, and his retaliation will be 1.5 times stronger.
- Shamans can cast Haste and Slow and sacrifice goblins to replenish mana. One of the upgrades can curse an enemy in melee attack with Curse, Slow, Weakness or Disrupting Ray. (does that mean they will be able to use ranged attack as well?)
- Orc chieftain raises the initiative of allied units by 1.
- One of the upgrades is a blind pao kai who is immune to blindness. Replenishes health by eating dead bodies and elctrifies all adjacent units splitting the damage equally between targets.
- Cyclopses are strong melee fighters who can demolish walls (so they can do it without boulders I guess). Gladly eat goblins to replenish health. One of the upgrades can throw goblins at enemies becoming a powerful ranged unit. The other upgrade strikes enemies with an eye beam, he hits multiple targets (the shape isn't specified) and decreases Luck on impact.
Some alt. upgrade points:
- In the description of the Sharpshooter they mention ignoring 75% of target's defense and the chance to push it back one tile, but not the No Range Penalty.
- Treant Anger (transfers half of the defence to offence, adds +2 to initiative and loses bind) is calculated after the addition of the stats from the hero.
- Rainbow Sapphire Dragon's attack will be random not only in the number of tiles, but also in their shape.
Feel free to ask for clarification.
Enjoy.
Mich interessiert am meisten der Punkt mit dem Battle Cry, wegen der Opferung und der Saphir-Drache :)...Und Zentauren Namen sind auch gefallen!
Zyklopen, die Goblins fressen um Leben zu bekommen und im Nahkampf(?1) Wälle verwunden? Naja ...
Nun seit ihr dran... :daumen: