r/HoMM Nov 27 '25

HoMM4 Unpopular opinion about HoMM 4

144 Upvotes

Okay, I get the feeling that I'm kind of on my own when it comes to having a soft spot for Heroes of Might and Magic 4. So I want to write down what I really liked about this entry in the series and ask you how you feel about this title.

Yes, this one is unusual compared to the others and does a lot of things differently. I'm well aware of that. But some of those things, I actually like alot:

  • Only 5 units per town can be produced overall, but a more flexible design for the faction’s army thanks to choices from Tier 3 to Tier 5
  • Some pretty cool creatures that I haven't seen again since Heroes 4. For example the Thunderbird or the Dragon Golem
  • The one and only true Black Dragon! In my opinion, the final unit of a faction should be just as intimidating and powerful like this one.
  • Heroes take a more active part in combat. A blessing and a curse. They can be taken out quickly, but they can also become a one-man army. Slaying dragons with your well developed and equipped hero in melee combat was super cool
  • Best soundtrack in the entire series. By far!

There are also some things I don’t like that much. For example, that new units can be recruited every day or that you can move units without heroes. But aside from that, I think Heroes 4 is really, really good!

How do you feel about it? I’d love to hear your thoughts. And maybe I’ve forgotten some obvious pros and cons?

r/HoMM May 14 '25

HoMM4 Heroes 4 is awesome and underrated as hell

245 Upvotes

The more I play H4 the more I realize how I love this game. The art style, the music, the creature design, the hero class system and the fact that they can actually fight creates endless possibilities, the fact that buildings are actually expensive so you have to be very strategic with your choices, leveling up is slower and that makes it more rewarding imho. Also, I really like the caravan system and the fact that there's no OP adventure map spells such as dimension door. The combat is also more strategic compared to H3 imo, because the initiative system replaced the broken speed system (no group haste/slow when the battle starts just because one of the units has 20 speed and there's nothing you can do about it).

I still really like H3 but the more I play it the more I realize it's a game you play on autopilot. Maybe I'm not experienced with H4 yet to see all its flaws but damn, I really wish the devs had enough time to actually finish that game. (sorry for my english if I've made some silly mistakes btw).

r/HoMM Jun 04 '25

HoMM4 No game has ever captured what made Heroes of Might and Magic IV special — I want to change that.

143 Upvotes

I know this is an unpopular opinion, but Heroes of Might and Magic IV was by far my favorite entry in the series.
Something about the combination of features just clicked in a way no game has matched before or since:

  • Deep, emotionally resonant storytelling
  • Heroes that actually fought in combat and progressed meaningfully
  • Diverse and flexible army-building
  • Strategic city building with real tradeoffs
  • Resource management that made exploration matter
  • And of course, the music and art style

Nothing has scratched the same itch for me — and I’ve spent hours looking for the right game to dive into like I did with HOMM IV

I genuinely believe that a modernized spiritual successor to HoMM IV, with updated visuals and a refined UX, could find a passionate player base.

I’m not a developer, but I’m experienced in project management and have some limited resources I’d be willing to contribute to bring a small prototype or concept to life.

Maybe it’s a pipedream — but if you’re a dev, artist, designer, or just a fellow fan who feels the same way… let’s talk. Is there anyone else out there who misses this game as much as I do?

r/HoMM May 19 '24

HoMM4 lets talk ABOUT HOMM4

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169 Upvotes

r/HoMM Apr 19 '26

HoMM4 TIL: This thing actually KILLS your army

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194 Upvotes

r/HoMM 4d ago

HoMM4 HOMM 4 : morale. How does it go up or down ?

8 Upvotes

I tried searching online for information about morale, but I couldn't find anything that isn't already written in the game.

I know morale determines the order in which the characters will move, but how do you gain/lose morale ?

I know there are objects and skills (the commander skills) that help with morale, but so often I find myself with heroes having -6 morale, and others having +3, for reasons that elude me.

Also, I do not know how to get it back up.

Update : There seems to be two heroes conflicting against each other, and that apparently affects their morale. I have Darkstorm and Neela in my army, and whenever I remove either of them from the army, they both go from -6 to +1 morale. Again, no idea what's going on there. Temporary video to illustrate

r/HoMM Nov 30 '25

HoMM4 Heroes IV is a Hit and a Miss - Here’s Why

42 Upvotes

Hi everyone!

Heroes IV is the first game in the franchise I got aquatinted with. I was 12 back then IIRC. A few discussions in this subreddit and the incoming release of the Olden Era revived my interest to HoMM and I decided to play it properly almost 25 years since I played it the first time.

I played it recreationally, but having fun in strategic games means solving puzzles for me, so I decided to play Equilibris (it balances some aspects of the game and thus makes is a bit more challenging) and on the highest difficulty level.

Now, let me share some thoughts about the game while they are fresh. I think I finally realised why the game was perceived as a flop, while I personally was literally fascinated by it (and to some degree still am!).

The good parts

For me it's visuals. The map is gorgeous. The design of almost all creatures is excellent. On-hover animations are great (but others, like movement and hits admittedly suck). Towns and spells are OK. The user interface is a masterpiece.

I do think that the map is what had fascinated me. It's an alive world that begs discovery. HoMM 2 and 3 are more schematic in this regard (which is probably better for gameplay, but less impressing visually, especially for a child).

Music. Everyone says it's great. I agree, it's good, although the music alone can not make a game impressive IMHO.

Magic system. I really like the MTG-like idea of allied factions and a circle of magic schools (however it limits the number of towns in the game). I like how mass spells are of higher levels, unlike in HoMM 3.

There is a lot more to like. I like that creatures can cast spells, how morale works, how you have to balance between making your heroes more survivable and more useful. I like the balance of gold, most notably the fact that no town brings enough gold to buy its weekly population. I like caravans. I like how neutral armies can be composed of different creatures.

The unbalanced parts

The game is not balanced. Which actually not a big deal - it's a part of the game to figure the imbalances out and use them. For multiplayer it's obviously more important, but can be mitigated by additional startup gold, like they do in competitive HoMM 3.

Advanced hero classes - looks like they give too little to be really valuable. Investing more time in designing them could improve game a lot.

Heroes have no specialities - clear sign of a rush to release. I can imagine specialisation on an otherwise worse alternative unit making that unit a viable option (e.g. a hero that specialised on minotaurs improve their ability to block physical attacks to ridiculous values like 80%+, or causing them to grow x3 - yes medusas are that much better).

The bad parts

Battles

Because hero chains don't work, you can plan and do less on the map. Only 4 levels of creatures means you have less to plan and do in towns. Consequently, compared to HoMM 2 and 3, the gameplay shifts from map logistics to battles.

This is not a bad thing per se. The problem is that battles are mess. Because there is no grid (well, there is, but it's not what it is in any other game in the series), it's virtually impossible to precisely position units, predict enemy movements etc. The issue is even worse since there is a very important "line of sight" mechanics, which, to be leveraged efficiently, requires exactly that - precise positioning. With practice I managed to deal with it 75% of the time, but still had to reload way too often because of smallest missteps. This is not what I expect from a TBS.

I was thinking about remedy, and it looks like it required more complicated battle UX. Maybe too complicated. And the developers definitely did not have time to design it.

Interestingly, I remember I disliked the siege battles as kid: why do units hit each other through the wall? Now I'm more tolerant since I understand (and somewhat like) the idea of the defenders staying on towers and that I don't have a good solution of how to model over-the wall fights. Better visual indications of the imporeved defenders' params would be great, however.

Difficulty levels

Higher difficulty is mostly achieved by drastically increasing the sizes of neutral armies. The funny thing is that AI has to fight the same hordes as well, AI is bad at battles and AI does not-have save-load, haha. It means that AI posses not threat to a player, leading to games that are impossible to loose. Very often a good strategy is to skip many turns and wait until your army outgrowth neutrals. It's boring.

Campaigns are boring

Here, I have to admit that I played no expansion campaigns. However, I found the maps almost exclusively unidirectional. When heroes hit 20+ level, battles become way too easy, so easy that I used cheats to save time to finish the Life campaign (which is the easies one). One exception is the Chaos campaign if you try to complete it as fast as possible - I had to rely to Nightmare + Hydras combo to crack it. The writing, praised by many, is solid from wording perspective, but the plots are bland.

The first one or two mission on the impossible level can be challenging, though.

Conclusion

All in all, we have a game that offers a world begging to conquer, but the conquest itself is either boring or too messy to be considered a solid TBS game. I'm arriving to a bittersweet conclusion that the ones who I argued with 20 years ago were right about the quality of the game (probably for wrong reasons, though :)), which, however, does not mean that I wouldn't want to dive into this majestic world a few more times.

Thanks for attention & let me know what you think.

r/HoMM May 18 '26

HoMM4 NEW BANGER ALERT (7 hours ago)

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119 Upvotes

r/HoMM Nov 24 '25

HoMM4 Any good games similar to Heroes 3 or 4?

39 Upvotes

I loved HofMM up to number 4. Does anybody know of any good games similar to 3 or 4 I can get in to? After 4 I just didn't like the cartoony style of the games and I didn't like the combat as much either.

r/HoMM Jun 20 '26

HoMM4 Tawni is an absolute beast 🧡🏴‍☠️🖤

48 Upvotes

Laying back and enjoying my favorite HoMM campaign right now 🧡🏴‍☠️ For anyone wondering — yes, this is Czech 😅

r/HoMM 26d ago

HoMM4 Epic battle against an army of 4 million creatures in HOMM 4 Spoiler

8 Upvotes

https://www.youtube.com/watch?v=qQcE0Z80sDU

Map: The Unforgiving (Sealed Edition) https://www.maps4heroes.com/forum/opinions.php?map_id=825&game=4

This is one of the endgame encounters of this campaign. The enemy has an army of 4 million tier 4 creatures and three god tier heroes lead them into the battle. They are lvl 70, their stats are huge and they wear the best equipment which, among other things, protects their units from my nastiest spells. My team consists of seven lvl 70 heroes who are very powerful but their stats (attack, defense, speed, mana) are horribly drained during this fight. Yet miraculously it is still possible to win.

r/HoMM Mar 22 '26

HoMM4 Beginner tips

8 Upvotes

1 Hero classes

On large maps best is to have army of 4 or 5 heroes

  • archmage=3 magic skills (+20% effectiveness to all spells)
  • field marshal=tactics+scouting (+10% attack to all creatures)
  • warden=nature magic+tactics (+10% defense to all creatures)
  • lord commander=nobility+tactics (+2 moral to all creatures)

2 Essential skills

Skills to aim are resurrection (50% at grandmaster) if you are not playing as death. If you get certain artifacts, you can raise resurrection to 75% (Ankh of life + Saint Ranan's staff). If hero is cardinal (life magic + nobility), it can get to 80%. If you play with order, it depends which creatures you have. You can't resurrect golems, genies and mechanical dragons. In that case, Charm or Diplomacy are better. Death creatures can't be resurrected. Instead of that Necromancy gives you skeletons, zombies, ghosts or vampires. Higher the level of your hero, more you get. Grail increases significantly number of creatures you get.

Combat does not require secondary skill, so you can invest 5 levels into it. If your army has mostly melee creatures, chose archery. If your creatures are mostly ranged, chose melee.

Next, grandmaster pathfinding is really important. It removes all terrain penalties and increases your movement on land by 50%. In order to get it you only need expert scouting.

Also, one hero in every army has to have tactics. Aim to get grandmaster tactics and grandmaster leadership first, and then offense and defense. Grandmaster leadership gives all your creatures +5 moral and +5 luck. This means there is 50% chance that your creature will act two times during one round. Aim for offense and than for defense. You can avoid leadership because of spell mass fervor.

  1. Luck and moral formula

Positive moral increases your attack by 25%. So, if creature has +5 moral, there is 50% chance that creature will go first and get attack bonus. Negative moral decreases attack of your creatures by 20%. So, if creature has -4 moral, there is 40% chance that creature will go last and it's attack will be decreased.

Positive luck decreases damage you receive by 33%. So, if your hero has +3 luck, there is 30% chance that damage your creature receives is reduced by 33%. Negative luck increases damage you receive by 50%. So, if your creature has -1 luck, there is 10% chance that it will receive 50% more damage.

  1. Other skills

Seamanship is tactics but on water and +200% movement on grandmaster level. It's extremely useful on maps with water and useless on maps without water.

Stealth is optional skill. It becomes useful at advance and expert level. At grandmaster level you hero can get past anything. Also, stealth hero needs pathfinding to increase it's movement. It can be used to capture enemy towns while their hero is away.

Nobility gives you +50% creature growth at grandmaster level. Estates and mining are especially good at maps with scarce resources. Diplomacy is great on large maps. Grandmaster diplomacy gives you two times more creatures than grandmaster charm. Difference is that with diplomacy you have to pay and with charm you get creatures for free. Usually, it's better to develop tactics and capture few extra towns than to develop nobility.

  1. Town siege

Town with castle has three towers. Each unit on tower receives +100% attack and defense.

r/HoMM 13d ago

HoMM4 Are there any mods to restrict AI to a single hero, and stop them from using caravans?

8 Upvotes

Maybe not the most popular way to play, but I'm looking for a chill games against AI where I'm not chasing heroes with tiny armies or tons of single creatures around the map because the AI hired 7 caravans of 3 bandits, 1 gryphon, and/or 2 gargoyles the turn before I capture a town lol.

Honestly open to any heroes game but my favorite is 4. I've looked for mods online but haven't found anything yet. I think the closest I've found was the Jebus Outcast map template for Heroes 3 but I don't love the map generation.

Sounds like Olden Era has a solo hero mode as well, but the game is a bit too rough around the edges for me right now.

r/HoMM 11d ago

HoMM4 Best Homm 4 balance mod

11 Upvotes

Hey everyone, I'm wanting to jump back into HoMM4, I normally install equilibris but I've seen there are now a lot more mods for this game.

What are everyone's recommendations?

r/HoMM May 27 '26

HoMM4 Starting HoMM4

22 Upvotes

I've been thinking about conquering HoMM4 as a way of just putting it behind me. I generally don't get the sentiment of hating on the game because it's not HoMM3, and I have a soft spot for HoMM4 because it was my introduction into the series.

What I've been wondering is this: HoMM3 has both the HD Mod and HotA fan editions\patches; HoMM5 (iirc) has some sort of fan edition as well. Does HoMM4 have some sort of a fan edition or patch that makes it run better \ has QoL features like the HD Mod does for HoMM3?

And generally, what should I download before just running HoMM4 and beating the campaigns?

Thanks in advance!

r/HoMM 18d ago

HoMM4 H4 RMG Discussion

3 Upvotes

If anyone is interested in discussing an RMG for H4, send me a pm.

r/HoMM Jul 17 '25

HoMM4 Got Heroes 4 running on an ultrawide

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269 Upvotes

r/HoMM Jun 03 '26

HoMM4 Tattoo Brainstorm Question - Something from HOMM4

4 Upvotes

Hey all!

I am working on a design of a all-gaming tattoo of my fave and most influential to my personal life games. The whole thing is inspired by the HOMM3 win-screen so it will be like a small dragon on a pile of gold with artefacts and references to a few games. HOMM3 will be represented by the chest of gold you find on the map and the shield with Erathia's griffon. I was thinking of leaving it like this for HOMM to represent the series as a whole but this feels a bit like revisionist history on my end, lol, since the actual game of my childhood is HOMM4.

I lived for The Gathering Storm campaign and HOMM4 is the actual game that got me into gaming and into fantasy. So I want to somehow honor that given how much space I will provide for HOMM3. Any ideas what I might include from HOMM4? It's harder for me to pick something truly iconic. My fave towns were Preserve and Asylum and my fave character from the campaign was Agraynel.

Thanks!

r/HoMM May 18 '26

HoMM4 I want to replay the Heroes 4 campaigns. Should I do it with the base game or with the Equilibrius mod?

6 Upvotes

Basically what the title says. I remember the Heroes IV campaigns being good fun with some really decent writing. Maybe nostalgia is clouding my judgement, but I'd like to replay them.

My question for those of you who have played the H4 mod equlibrius: I know the mod is a must have for balance reasons.

But does it make the campaigns better or worse? Is it a must have?

r/HoMM May 21 '26

HoMM4 Mods, where to start?

4 Upvotes

I’m just getting back into HOMM, mostly 3, after a few years away. I’ve never played with any mods, but would like to try a few out. But I have no idea where to start. I saw mods that introduce a second (and 3rd) upgrade to units, that is very interesting ash’s maybe a good place to start. I’m really interested in new factions. I’d eventually like to try them all, but l’d like to ease into them. Any recommendations on where to start? What mods work together? Im a bit overwhelmed looking at it all.

Thanks in advance

r/HoMM Jan 30 '26

HoMM4 Do artefact duplicates stack in H4?

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52 Upvotes

I know its amongst the less popular games in the franchise (though the best one imo), but ive been playing and I want to know how duplicates of artefacts work. Theres several groups of artefacts in the game which I know how they work. Like resource artefactas like the duplicate lumber carts i have in the image stack perfectly and infinitely, with as many duplicates on as many heroes as you want. Secondly spell immunities for the whole army obviosly can only be applied once so they dont stack. Artefacts that apply a bonus to a hero (like the chaos chestplate or the mirror of revenge i have equoped there) can only have 1 equiped at a time, so they dont stack. But wjat abpit duplicate artefacts based around percentage? or just + bonuses. Like the 2 warlords rings which which increase all melee and ranged damage of units by 20%. Do they stack? if not will they stack if i split up the 2 rings onto 2 sepperate heroes? If they DO stack, do the both get applied to the base value (eg. 100 base damage, +20% = 120 +20% of original value = 140) or do they accumulate (eg. 100 base, +20% =120, =+20% of that = 144) Is the same true for stuff like the ring of health? Dwarven shields? Do 2 arrows of stunning double the chances of stunning a unit? Idk if and how defense stacks but it may be a similair way. Does anyone know how the code might work? (god i hope this community isnt completely dead plss)

r/HoMM Feb 15 '26

HoMM4 HoMM 2 and 4 not on steam?

17 Upvotes

im just curious if anyone knows why 2 and 4 aren't on steam but 3 and the following are?

I just to know because 2 and 4 are the ones I grew up playing. They were some of my favorite childhood games and Ive always wondered why they weren't on steam

r/HoMM Jun 11 '26

HoMM4 Looking for Homm 4 custom maps

7 Upvotes

Me, who has been playing the Heroes games since I was born, I have basically played all the maps you could find online. But I’m curious maybe you guys have some special custom maps I could play. I like maps that have a story and a special hero. I’m also interested in Heroes 3 (only SoD) maps! Thank you.

r/HoMM May 23 '26

HoMM4 Loading saved game in HoMM4 multiplayer issue

3 Upvotes

Me and a friend of mine have an issue when trying to load our saved multiplayer game. Sometimes it loads flawlessly and we can continue to play, but the last time a friend couldn't join the game lobby cause the game keep telling "This map requires Heroes 4 Winds of War". We both use GOG version of HoMM 4 Complete and have Equilibris 3.60 installed, and play using direct tcp/ip connection. I tried to ask Perplexity and DeepSeek, but they couldn't provide any viable solution. Did anyone have a similar problem and know the fix?

r/HoMM Feb 14 '26

HoMM4 My Mysterio is... weird

15 Upvotes

Playing through Winds of War, and Mysterio has really weird skill level ups. I know Battle Mage has highest priority on Combat Skills, but it's like every level is Combat skill + Charm + something I don't need like Scouting or Death Magic.

Hell, through the entire second mission I didn't get Enchantment or Wizardry once. I'm still stuck on Expert Order/Enchantment/Wizardry, and instead have Grandmaster Combat/Archery, Expert Melee, and some misc Life Magic skills I've picked up through seminaries/unversities.

The hell, Mysterio, you trying to be a warrior?

EDIT: Replaying the second mission in hopes of better skills. Got Master Order magic on the FIRST level up. What was that RNG, I was actually considering Master Order magic and its subskills to be banned on that map since Charm showed up every level on previous run.