Heroes of Might and Magic IV




Heroes of Might and Magic IV

Developer:New World Computing Genre:Classics Release Date: Download Games Free Now!

About The Game

In the fourth chapter of the Heroes series, you play Emilia Nighthaven who arrives at Axeoth after the destruction of Erathia. She must battle the evil immortal King Gavin Magnus over six campaigns to rule all of Axeoth. The new game engine allows the hero to personally fight in combat. From eleven starting hero classes, your character can develop into 37 advanced classes, giving you many more options develop him or her. The graphics look even more spectacular, the music is wonderful, and depth of the game has been improved significantly. With over 60 creatures, five schools of magic, six town types, and over 180 artifacts, there is much to build and explore.

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Heroes of Might and Magic IV

Heroes of Might and Magic IV Review

By Jimmy Vails |

Alright, alright. So the game's been out for a week or so and we still haven't reviewed it. I'm sure there are any number of reasons why it's taken me so long but the first and most important is that I simply can't stop playing the game long enough to bother writing the review. Okay, okay, that's a cop out but it's true. With a few small exceptions Heroes of Might and Magic IV is every bit as impressive as any of the previous titles in the series.

But rather than just offering some small evolutionary changes to the admittedly addictive existing games, Heroes IV ponies up some significant changes that, in my opinion, only make the game more enjoyable. Well, all but one of the changes make it better but we'll get to that a bit later.

For those of you who have just joined us, Heroes of Might and Magic is a turn-based strategy series that's enjoyed tremendous success -- and deservedly so. Players lead their armies and heroes around a fantastic world, capturing towns and fighting fantastic creatures and evil overlords. Heck, in Heroes you can even be one of the evil overlords.

Heroes IV continues the tradition in fine style and fans of the series shouldn't even bother reading the rest of the review. Steal a car and go buy a copy of the game right now. There are some small problems here and there but, overall, this is a fantastic addition to the franchise. Six new campaigns and a whole batch of scenarios will likely keep you occupied until the next installment or expansion comes along.

The game has always been about the heroes but heroes are an even bigger focus now. Their role has been changed a bit as well. Most significantly, your heroes now take a more active role in the battles. They'll take the field alongside your other creatures and will have to attack and defend just like the rank and file. This makes the cultivation and preservation of heroes an even greater priority. Luckily, it's as rewarding as it is important.

Hero development has been enlarged quite a bit. Each hero begins in one of eleven different classes based on their starting skill. Heroes trained in Nobility are your Lords while those trained in Life magic are Priests. Combat-oriented characters are divided between Barbarians (for melee oriented folks) and Archers (for the ranged types). As your hero gains levels, he or she will also gain new skills. Once you depart from your main skill branch and start specializing in a second set of skills, your hero can become one of 36 different sub-classes.

A Knight who supplements his Tactics skill with a little Death magic becomes a Reaver. A Thief who opts to focus on Nature Magic in addition to his regular scouting skill set becomes a Bard. Each of the 48 total character classes come with their own unique bonuses and benefits as well. Cardinals (specializing in Life magic and Nobility) gain a 5% bonus to resurrection. Heroes who combine Chaos and Death magic become Liches and can age their opponents thereby reducing their offensive and defensive abilities.

In all there are nine skill groupings -- individual combat, tactics, scouting, nobility and five different colleges of magic -- life, death, order, nature and chaos. Every primary skill group has three separate secondary skills associated with it. All skills provide unique bonuses (resurrection lets you reclaim a portion of the units lost in battle, for instance). Since each primary and secondary skill has five rankings there's a lot of variety to be explored here.

In fact building up your heroes and seeing them get better and more powerful is one of the most enjoyable parts of the game. Unfortunately it also ties in with a weakness in the campaigns. You're not allowed to take all of your heroes through from one mission to the next. Those that are crucial to the advancement of the story are automatically passed through of course but then the game selects a varying number of additional heroes to pass on to the next scenario. The problem is that the game selects the highest-level heroes itself instead of allowing you to pick which ones you'd like to carry over.

This presents two problems. For one thing, most scenarios grant you new, high level heroes as part of the story. It can be a real let down to build up a high level priest only to discover that another high level priest will be granted to you in the next mission. Great, now you just gave up the 23rd level Beastmaster you really enjoyed so you can have two 25th level Priests. It wouldn't be too much of a problem if the heroes you get later in the adventure had any chance in hell of actually getting up to a high enough level to oust your earlier (and now unfortunately redundant) heroes. Unless you're willing to focus exclusively on leveling a particular hero by exploring every experience opportunity on a given level, you might as well not get too attached to your lower level heroes.

The various campaigns and scenarios are tied together with well-developed stories that have a strong characters and meaningful episodes. As you wander about the world of Heroes you'll notice a few other changes. For one thing, there's now a fog of war that works alongside the normal shroud that obscures the map. It might actually become a priority to station guards and garrisons at key passes so you can keep an eye on the movement of your enemies. It might be, but the truth is that the enemy and neutral armies are still relatively passive throughout the game and you'll rarely find yourself scrambling to keep up with or in front of their efforts.

Heroes of Might and Magic IV Cheats

During gameplay, hit TAB and type any one of these cheats, then press ENTER.

nwcAchilles - lose combat nwcAmbrosia - free materials nwcAphrodite - tatooed white trash nwcAres - win combat nwcAthena - gain skill nwcBlahBlah - vampires nwcCityOfTroy - build all buildings nwcCronus - titans nwcDoYouSmellBrownies - sprites nwcEtTuBrute - dagger of despair nwcExcalibur - ring of greater negation nwcFafnir - black dragons nwcFenrir - wolves nwcFixMyShoes - elves nwcGoSolo - auto play nwcGrendel - behemoth nwcHades - devils nwcHephaestus - elven chainmail nwcHermes - unlimited movement nwcImAGod - access cheat menu nwcIsis - learn spells nwcKingMinos - minotaur nwcLancelot - champions nwcMerlin - magi nwcNibelungenlied - sword of the gods nwcOldMan - old man jack nwcPan - max morale nwcPoseidon - sea monster nwcPrometheus - shroud fow nwcRa - phoenix nwcRagnarok - lose scenario nwcSacrificeToTheGods - max luck nwcSevenLittleGuys - dwarves nwcSphinx - reveal puzzle map nwcStMichael - angels nwcTheLast - unicorn nwcThoth - increase level nwcTristram - crusaders nwcUnderTheBridge - trolls nwcValhalla - win scenario nwcValkyries - ogre magi nwcXanthus - nightmares

Heroes of Might and Magic IV Game Walkthrough

Hex Values of Heroes of Might and Magic IV
Add Hero Skills, Creatures, and Gold
v1.00.20040204 by ZaStaR

Add hero skills, creatures, and gold by changing values in the memory of the 
running game.

I gathered this information to create a trainer that I never finished.  
Instead, the info's here for people who know how to use memory editing tools 
like MemoryHacker or WinHex that can change numbers in the game memory HOMM 
uses while it runs.

Just search for the hex strings in memory then change the values where 
appropriate. This information applies to IV and its expansions.

Except where otherwise noted, only zeroes are fixed hex values and the non-
zero's are example values that change during the game.  When searching, always 
use the most current numbers in the live game.

1. Resources
2. Creatures
3. Hero Stats
4. Disclaimer

Default starting funds:
"0 0 0 0 0 0 A 0 0 0 A 0 0 0 5 0 0 0 5 0 0 0 5 0 0 0 5 0 0 0 1 1 0"
         ======= ======= ======= ======= ======= =======

When there's more than once instance of this string, usually, the last one 
stores the value for the human player.

"0 0 0 17 0 0 0 0 0 0 0 0 0 0 0 14 46 98 0" in character
  "0 0 17 0 0 0 0 0 0 0 0 0 0 0 14 46 98 0" in city
     ====                       ==========
       |                         |
     0 0 - 0 80 creatures        fixed string

When a search turns up more than one instance of the string, usually the first 
is stores the number that is being displayed while the second one stores the 
real value.  You want to change the real one.

CREATURES: (incomplete)
byte before = creature type
 1 = angel
 3 = bandit
 4 = behemoth
 6 = black dragon
 7 = bone dragon
 8 = centaur
 9 = cerberi
 D = cyclopse
 E = venom spawn
 F = devil
10 = dragon golem
11 = dwarves
1E = harpy
1F = hydra
20 = ice daemon
21 = imp
22 = leprechaun
25 = medusa
30 = phoenix
31 = pikeman
32 = pirate
33 = satyre
35 = skellie
37 = sprite
39 = titan
3A = troglodyte
3C = unicorn
3D = vampyre
3E = water elemental
40 = wolves
41 = zombie
42 = wasp wart
43 = goblin knight
44 = evil sorceress
45 = gargantuan
46 = dark champion
47 = catapult
48 = frenzied gnasher
49 = megadragon

Hero Stats
"0 0 D0  7 0 0 0 0 0 0  6 0 0 0" (normal IV)
"0 0 F8 11 0 0 1 0 0 0 20"       (WoW)
 =========     |        |
        |      |   Character number (relative to whole game, carries over to 
next campaign)
      ^ |      |
      | |      fixed on some scenarios (always 1 or 0)
      | |
      | experience      

The character number changes, depending on the expansion and the scenario.  It 
is used to keep track of the statistics that carry over to the next scenario 
in the campaign.  Since you can really only depend on your hero's experience 
being consistantly there, that'll be the best search, but it will turn up 
other numbers as well.  The correct one will be next to a section with more 
than 70% 0's.  It will also have many blocks of "FF FF FF FF" about 12*16 
bytes after the count-from-here point, representing unlearned skills.

Releative to the count-from-here
 7x16 below == hero level
12x16 below == hero skills (in long integer blocks of FF FF FF FF)

SKILLS:  4 bytes a block
"FF FF FF FF" = unlearned
"0 0 0 0"     = basic
"1 0 0 0"     = advanced
"2 0 0 0"     = expert
"3 0 0 0"     = master
"4 0 0 0"     = grandmaster
12x16 bytes after the count-from-here point, the 4 byte blocks start 
(consecutively) in this order:
tactics,     combat,     scouting,     nobility,
life,        order,      death,        fire
nature,      offense,    defense,      leadership
melee,       archery,    resistance,   pathfinding
ships,       stealth,    estate,       mining,
diplomacy,   heal,       spirituality, resurrection
enchantment, wizardry,   charm,        occult
daemonology, necromancy, conjuration,  pyromancy
sorcery,     herbalism,  meditation,   summoning

The section of bytes right before the section of the skills' blocks contain 
learned skills, each bit representing a learned/unknown skill.

Although it's interesting to tweek the hero stats just to see curious 
combinations like making Gauldoth start as a paladin, it's not good to overdo 
it and make him a grandmaster at everything.  Abuse it and you won't have much 
fun in the game.

Changing values in memory is dangerous, like an automobile.  Don't drink and 



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