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* DummiedOut:
** Prior to Factory's release, a few unused game objects could still be found in the files and even appeared on a few maps. These included waterfall and fire doodads, a collapsed Subterranean Gate, an alternate version of the Ancient Lamp with a sprite pulled directly from ''Heroes II'', and a special building called the Ancient Altar that contains the Horn of the Abyss for use in the Cove campaign. These objects were all either cleaned up and added to the map editor or removed from the game in 1.7.0.
** Datamining reveals an unused building for Factory called "bofcship.bmp". Given the introduction of Airships in the Factory patch and the important role they play in Factory's campaign, it's probable that this building was intended to be an in-town Airship Yard. Likely it was cut because Airships have the potential to be extreme {{Game Breaker}}s without heavy restrictions, so being able to build them anywhere would probably make Factory busted.

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* DummiedOut:
**
DummiedOut: Prior to Factory's release, a few unused game objects could still be found in the files and even appeared on a few maps. These included waterfall and fire doodads, a collapsed Subterranean Gate, an alternate version of the Ancient Lamp with a sprite pulled directly from ''Heroes II'', and a special building called the Ancient Altar that contains the Horn of the Abyss for use in the Cove campaign. These objects were all either cleaned up and added to the map editor or removed from the game in 1.7.0.
** Datamining reveals an unused building for Factory called "bofcship.bmp". Given the introduction of Airships in the Factory patch and the important role they play in Factory's campaign, it's probable that this building was intended to be an in-town Airship Yard. Likely it was cut because Airships have the potential to be extreme {{Game Breaker}}s without heavy restrictions, so being able to build them anywhere would probably make Factory busted.
0.



** Each faction would have featured its own special war machine, including the towns from the base game. While Cove does have a unique war machine, this was not implemented to the existing towns and was not continued for Factory.

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** Each faction would have featured its own special war machine, including the towns from the base game. While Cove does have a unique war machine, this was not implemented to the existing towns and was not continued for Factory.Factory.
** Datamining reveals an unused building for Factory called "bofcship.bmp". This building was intended to be an in-town Airship Yard, as confirmed [[http://heroescommunity.com/viewthread.php3?TID=39830&pagenumber=549 in a Q&A]]. It was cut because Airships have the potential to be extreme {{Game Breaker}}s without heavy restrictions, so being able to build them anywhere would probably make Factory busted.
** It was initially suggested by the [=HotA=] crew that Factory would be moved from Neutral alignment to Good in a future update, to reflect their role in the campaign and even up the alignment numbers. It was decided however that Neutral fit them better from a flavour perspective, as a refugee town that has both heroic and villainous outcasts and places more emphasis on progress than morals.

Added: 970

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* DevelopmentHell: Much like its original counterpart, Factory's development pace has slowed down over the years to a crawl post-2018. As of ''2023'', the mod is still at version 1.6.1, the version that was released in ''early 2020''. The death of one of their leaders and other external factors aren't helping.

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* DevelopmentHell: Much like its original counterpart, Factory's development pace has slowed down over the years to a crawl post-2018. As of ''2023'', the mod is still at Despite being announced in 2019 and projected for a 2021 release, version 1.6.1, the version that was 7.0 wouldn't be released in ''early 2020''. until the last day of 2023. The death of one of their leaders and other external factors aren't helping.probably didn't help.
* DummiedOut:
** Prior to Factory's release, a few unused game objects could still be found in the files and even appeared on a few maps. These included waterfall and fire doodads, a collapsed Subterranean Gate, an alternate version of the Ancient Lamp with a sprite pulled directly from ''Heroes II'', and a special building called the Ancient Altar that contains the Horn of the Abyss for use in the Cove campaign. These objects were all either cleaned up and added to the map editor or removed from the game in 1.7.0.
** Datamining reveals an unused building for Factory called "bofcship.bmp". Given the introduction of Airships in the Factory patch and the important role they play in Factory's campaign, it's probable that this building was intended to be an in-town Airship Yard. Likely it was cut because Airships have the potential to be extreme {{Game Breaker}}s without heavy restrictions, so being able to build them anywhere would probably make Factory busted.



** Each faction would have featured its own special war machine, including the towns from the base game. While Cove does have a unique war machine, this was not implemented to the existing towns and was not continued for Factory.
** Datamining reveals an unused building for Factory called "bofcship.bmp". Given the introduction of Airships in the Factory patch and the important role they play in Factory's campaign, it's probable that this building was intended to be an in-town Airship Yard. Likely it was cut because Airships have the potential to be extreme {{Game Breaker}}s without heavy restrictions, so being able to build them anywhere would probably make Factory busted.

to:

** Each faction would have featured its own special war machine, including the towns from the base game. While Cove does have a unique war machine, this was not implemented to the existing towns and was not continued for Factory.
** Datamining reveals an unused building for Factory called "bofcship.bmp". Given the introduction of Airships in the Factory patch and the important role they play in Factory's campaign, it's probable that this building was intended to be an in-town Airship Yard. Likely it was cut because Airships have the potential to be extreme {{Game Breaker}}s without heavy restrictions, so being able to build them anywhere would probably make Factory busted.
Factory.

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Changed: 67

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*** The Kronverk was an "alliance of the northern nations – dwarves, highlanders and nordlings." It would've been a defense-oriented faction that incorporated special Rune Magic, just like the Fortress of ''Heroes V''. It was intended to be added in version 2.0, which is now Factory's debut.

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*** The Kronverk was an "alliance of the northern nations – dwarves, highlanders and nordlings." It would've been a defense-oriented faction that incorporated special Rune Magic, just like the Fortress of ''Heroes V''. It was intended to be added in version 2.0, which is now Factory's debut.0.



** Each faction would have featured its own special war machine, including the towns from the base game. While Cove does have a war machine, this was not implemented to the existing towns.

to:

** Each faction would have featured its own special war machine, including the towns from the base game. While Cove does have a unique war machine, this was not implemented to the existing towns.towns and was not continued for Factory.
** Datamining reveals an unused building for Factory called "bofcship.bmp". Given the introduction of Airships in the Factory patch and the important role they play in Factory's campaign, it's probable that this building was intended to be an in-town Airship Yard. Likely it was cut because Airships have the potential to be extreme {{Game Breaker}}s without heavy restrictions, so being able to build them anywhere would probably make Factory busted.
Is there an issue? Send a MessageReason:
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Added DiffLines:

* DevelopmentHell: Much like its original counterpart, Factory's development pace has slowed down over the years to a crawl post-2018. As of ''2023'', the mod is still at version 1.6.1, the version that was released in ''early 2020''. The death of one of their leaders and other external factors aren't helping.
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Added DiffLines:

* OutlivedItsCreator: Docent Picolan, one of the leaders of the [=HotA=] crew as well as the composer for all of the mod's music, tragically passed away in a car accident in 2020. The original composer for the ''Heroes'' games offered to finish the Factory town theme as a tribute to him.
* WhatCouldHaveBeen: There were many, ''many'' features promised in the original pitch for the mod, which have either been abandoned or indefinitely frozen. The official announcement from 2008 can be found [[http://heroescommunity.com/viewthread.php3?TID=26298 here]], although many of the images are broken.
** The most major thing were the two other towns promised alongside Cove. With the reveal of Factory as the second town, the status of these is uncertain.
*** The Kronverk was an "alliance of the northern nations – dwarves, highlanders and nordlings." It would've been a defense-oriented faction that incorporated special Rune Magic, just like the Fortress of ''Heroes V''. It was intended to be added in version 2.0, which is now Factory's debut.
*** The Cathedral was a ChurchOfEvil based on the inquisition, with Gothic architecture and a focus on torture and offense-based magic. It was meant to be added in 3.0.
*** The post mentioned that version 4.0 would likely add a Roman style town, although there were no solid plans that far ahead. An official adaptation of Forge was also considered, which quickly evolved into Factory.
** The mod would've originally added alternate dwellings to some towns, similar to ''Heroes IV''. For example, Rampart could build Satyrs instead of Pegasi. Similar alternate creatures could be seen in many early screenshots. This feature was seemingly dropped some way into development, since Satyrs are fully playable (albeit as neutral creatures).
** Desert would have received its own dedicated terrain type at one point. This was scaled down into a set of terrain overlays, and was replaced with the more visually-distinct Wasteland terrain. There were also supposedly going to be three new types of terrain, although none were named.
** Since ''Horn of the Abyss'' began as a spinoff of ''In the Wake of Gods'', it would've featured its own take on a few of the mechanics from that mod. Commanders would have been redesigned with better graphics and a revised role in combat. Stack experience would have also been implemented. In the final version, none of the [=WoG=] features made it in.
** Each faction would have featured its own special war machine, including the towns from the base game. While Cove does have a war machine, this was not implemented to the existing towns.

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