Movement refers to a hero's capability to travel on the Adventure Map. At the beginning of each day a hero has certain amount of movement points, which are consumed as the hero moves on the map. Moving from one tile to another consumes movement points at different rate depending on terrain, roads and direction of the movement. The hero cannot move any further, when he has no movement points or he has too few of them to move to the next square.
Moving on the map from one square to another consumes hero's movement points. The amount of reduction depends mainly on the direction a hero moves and the terrain. Moving diagonally on the map consumes 1.41 (square root of 2) times the points compared to moving vertically or horizontally. Moving on swamp, snow, sand or rough terrains consumes hero's movement points more than other types of terrain. This is called terrain penalty.
The movement points of heroes are completely renewed at the beginning of each day. They cannot be stored or preserved over to next day. The amount of movement points depends on many factors, but mainly on the speed of the slowest creature in hero's army and possible Logistics/Navigation secondary skill.
It should be noted, that in original manual of Heroes of Might and Magic III, movement refers to the method of moving, which is either flying or ground. The main difference between these two is, that flying creatures can fly over obstacles (e.g. walls) while creatures moving on ground must go around them (if able).
Initial points at the beginning of the day
Creature speed |
Base movement |
|||||||
---|---|---|---|---|---|---|---|---|
3 | 1500 | |||||||
4 | 1560 | |||||||
5 | 1630 | |||||||
6 | 1700 | |||||||
7 | 1760 | |||||||
8 | 1830 | |||||||
9 | 1900 | |||||||
10 | 1960 | |||||||
11 or more | 2000 |
The movement points of heroes are renewed at the beginning of each day, and the exact amount given depends on the following factors:
- Logistics or Navigation
- Hero specialty Logistics or Navigation
- The speed of slowest creature in hero's army
- Adventure Map locations:
- Stables (also a Castle specific structure)
- Lighthouse (also a Castle specific structure)
- Artifacts:
The main factor for movement affecting all the heroes is the slowest creature in the army. Every hero has a daily base movement of 1900 points, which is reduced if the hero has a creature with speed lower than 9, and increased if it is higher but no more than up to 2000 points. The effect of the slowest to the movement initial movement points creature can be seen in the table on the right. Artifacts increasing creatures' speed (like Necklace of Swiftness), the hero speciality of Sir Mullich and native terrain bonuses don't affect the base movement, but hero’s creature specialty does.
Heroes with Logistics gain extra movement points on land, while heroes with Navigation gain extra movement points while in a boat. Heroes with Logistic or Navigation specialty further increases this bonus depending on their level. Stables gives +400 movement points per day for a visiting hero for the rest of the week, while each Lighthouse the kingdom controls gives +500 movement points over water (in a boat) for all the kingdom's heroes. While visiting several Stables is not cumulative, owning several Lighthouses is. Both structures are also Castle specific buildings, but work in a similar way as the Adventure Map locations.
During a single day, a hero can gain additional movement points by visiting Fountain of youth, Oasis, Rally Flag, Watering Hole or Mineral Spring . They all give certain amount of points for the rest of the day or until next battle. Their effect is not cumulative, but if there happens to be chance to fight nearby, they can give their movement (and other) bonus several times per day. Additionally, Swan Pond can consume all the remaining movement points when visited effectively ending the hero's movement for that day. Watering Place works similarly and consumes all the remaining movement points but it also gives +1000 movement points for the next day.
移动点数的消耗
地形 | % | 直线 步数 |
对角线 步数 |
---|---|---|---|
Dirt Grass Lava Subterranean Water Highlands |
100% | 100 | 141 |
Rough Wasteland |
125% | 125 | 176 |
Sand Snow |
150% | 150 | 212 |
Swamp | 175% | 175 | 247 |
Dirt road | 75% | 75 | 106 |
Gravel road | 65% | 65 | 91 |
Cobblestone road | 50% | 50 | 70 |
Favorable Winds | 66% | 66 | 93 |
英雄在地图上移动时会消耗移动点数。水平或垂直移动的基本消耗是100点,对角线移动的消耗是141点([math]\displaystyle{ 100 \cdot \sqrt{2} }[/math])。
地形影响会增加移动消耗,沼泽增加到基本消耗的175%,雪地或沙地增加到基本消耗的150%,戈壁和荒地 增加到基本消耗的125%。其他类型的地形不会引起惩罚。
为了移动到一个新的方块,英雄必须拥有至少与基本消耗相同数量的移动点数。前述内容为游戏开发时的设定,但实际运行时,存在一个引人注目、复杂且存在错误的例外情况。
除中立生物以外的所有生物都有本土地形,当英雄部队中的所有生物都是该地形的本土生物时,英雄在有地形影响的地形上移动的移动点数惩罚将被消除。
这主要涉及以下城镇:要塞和港口 生物的本土地形是沼泽,塔楼生物的本土地形是雪地,据点的生物的本土地形是戈壁。
此外,如果英雄的军队中至少有一个游牧民,则英雄可以消除沙地的地形惩罚,因为游牧民具有沙地行走特殊能力。
访问Trailblazer会将荒地的惩罚在一周结束前降低为75%。
此外高级寻路术可以完全消除地形惩罚。
走在道路上也是地形惩罚规则的例外。不管道路铺设在什么地形上,它们始终具有固定的移动消耗。
如果一个英雄从一个地形移动到另一个地形,移动点数的消耗将取决于:
地形 ⇄ 地形移动 - 起始方块;
- 道路 ⇄ 地形移动 - 地形方块;
- 道路 ⇄ 道路移动 - 起始方块;
- 水域 ⇄ Favorable Winds移动 - 起始方块。
对角线移动的例外情况
如果一个英雄的移动点数少于进行对角线移动所需的点数(基本消耗为141点),但至少足够进行直线移动(基本消耗为100点),仍然可以在英雄回合的最后一次移动中进行对角线移动。上述规则适用于有惩罚和无惩罚的地形,例如英雄在沼泽地上,即使英雄的移动点数少于247点但至少为175点,也可以进行对角线移动。
这个例外情况不适用于道路上的移动。
由于存在错误,如果英雄所在的地形具有惩罚,而且他们领导的军队完全由本地地形的生物组成,这个例外情况也不总是适用。在这种情况下,游戏奇怪地“忘记”了地形惩罚的消除,并且只有当英雄具有至少包括地形惩罚在内的直线移动所需的移动点数时,才允许进行最后的对角线移动。因此,对于沼泽和雪地的本地军队来说,更便宜的最后一次对角线移动通常是不可实现的,因为在这种情况下,具有惩罚的直线移动分别需要175和150点,而英雄在此情况下最多剩余140点。
作为上述情况的推论,如果领导它的英雄具有少于141点但至少125点的移动点数,对于戈壁的本地军队来说,更便宜的对角线移动是可能的。
如果有其他减少移动惩罚的方式,也可以实现更便宜的对角线移动,即:
对于后一种情况或者具有高级寻路术,与无惩罚地形相同的方式实现更便宜的对角线移动。具有中低级寻路术的情况下,对于本地生物而言,最后一个更便宜的对角线移动是可能的,如果英雄剩余的移动点数大于或等于应用技能后计算出的直线移动消耗。例如,中级寻路术将沼泽地上的直线移动消耗降低到125点,因此当英雄具有至少这个移动点数时,沼泽生物的最后一个更便宜的对角线移动是可能的。对于雪地,中级寻路术将直线移动消耗降低到100点,因此与无惩罚地形相同,雪地生物的最后一个更便宜的对角线移动是可能的。
虽然由于上述错误的存在,使用对角线移动的例外情况作为最后一次移动的可能性是有限的,但同样的错误使得具有完全由本地地形生物组成的英雄可以以降低的消耗100点的值进行对角线移动,而这个值是应用寻路术后计算出的直线移动消耗(但不包括本地地形惩罚消除):
- 等于125,英雄剩余的移动点数在141到176之间,
- 等于150,英雄剩余的移动点数在150到212之间,
- 等于175,英雄剩余的移动点数在175到247之间。
Movement points consumption when flying
地形 |
+ 初级 |
+ 中级 |
+ 高级 | ||||||
---|---|---|---|---|---|---|---|---|---|
气系魔法* | 直线 移动 |
对角线 移动 |
直线 移动 |
对角线 移动 |
直线 移动 |
对角线 移动 |
直线 移动 |
对角线 移动 | |
不可通过 |
初级: 中级: 高级: |
140 120 100 |
197 169 141 |
不受影响 | |||||
初级: 中级: 高级: |
140 120 100 |
197 169 141 |
140 120 100 |
197 169 141 |
125 120 100 |
176 169 141 |
100 | 141 | |
初级: 中级: 高级: |
140 120 100 |
197 169 141 |
125 120 100 |
176 169 141 |
100 | 141 | 100 | 141 | |
初级: 中级: 高级: |
125 120 100 |
176 169 141 |
100 | 141 | 100 | 141 | 100 | 141 | |
100 | 141 | 不受影响 | |||||||
75 | 106 | 不受影响 | |||||||
65 | 91 | 不受影响 | |||||||
50 | 70 | 不受影响 | |||||||
* The spell effect without Air Magic skill is equivalent to the basic level of the skill. ** Favorable winds do not affect movement under the Fly spell. |
计算公式
[math]\displaystyle{ 移动点数 = (基础移动+后勤学或航海术加成+宝物加成+马厩或灯塔加成) \times 地形影响 }[/math]
基础移动是指英雄在计算任何来自辅助技能、宝物或探险地图位置的加成之前的移动点数。在水上,基础移动始终为1500。在陆地上,它取决于英雄军队中最慢的生物。当最慢的生物速度为3时,基础移动最低为1500,而当最慢的生物速度为11或更高时,基础移动最高为2000(详见表格)。基础移动仅在每天开始时计算。因此,英雄不能通过转移最慢的生物来在白天获得移动点数,也不会在接收到更慢的生物时失去移动点数。
后勤学和航海术这两个辅助技能可以增加英雄的移动能力。初级后勤学使陆地上的基础移动增加10%(5% ),中级后勤学增加20%(10% ),高级后勤学增加30%(20% )。初级航海术使水上的基础移动增加50%,中级航海术增加100%,高级航海术增加150%。后勤学和航海术不会影响宝物和探险地图位置的加成。如果英雄具有后勤学或航海术的英雄特长,这个加成还可以进一步增加。
英雄在每天开始前佩戴某些宝物会获得额外的移动点数。
- Boots of Speed give +600 (+400 in HotA) points on land
- Equestrian's Gloves give +300 (+200 in HotA) points on land
- Necklace of Ocean Guidance gives +1000 points on water
- Sea Captain's Hat gives +500 points on water.
此外,马厩每天为访问的英雄提供额外的400移动点数,持续到本周结束,而王国控制的每座灯塔提供额外的500移动点数(水域)。所有这些加在一起,再乘以(可能存在的)地形惩罚。这就是每天初始移动点数的计算方法。