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Heroes Community > Heroes 5 - Temple of Ashan > Thread: H5:Tribes of The East Announced!
Thread: H5:Tribes of The East Announced! This Popular Thread is 102 pages long: 1 2 3 4 5 ... 20 40 60 80 ... 98 99 100 101 102 · NEXT»
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted April 05, 2007 08:09 PM bonus applied.
Edited by Elvin at 22:37, 29 Sep 2007.

H5:Tribes of The East Announced!



This time I am not joking(), the addon has been announced in the ubi site

LINK TO DEMO
Does not require subscription, you can get it for free at 27 September. Otherwise with subscription you can reserve it and it will start downloading once it's released.

*As the title suggests there will be an orc faction that will oppose the demons. This faction’s troops include Orcs, Goblins, Cyclops and the famed Pao Kais.

*10 multiplayer and five single-player maps. Naturally.

*Every creature in the Heroes V universe will get a an alternative upgrade level. Can't wait to see that one!

*new spells, artifacts, buildings and innovative features such as the combo-based Artifact Power Link and Battle Rage, the unique racial ability of the Orcs.

*Tribes of the East will be a stand-alone product – no previous Heroes game installations will be required to play. Thank goodness...


So far so good, everything so far seems most positive! I eagerly await more information on that!





Full original announcement here:

Quote:
UBISOFT ANNOUNCES HEROES OF MIGHT & MAGIC V: TRIBES OF THE EAST

Final Chapter of the Heroes V Saga Takes a Bow for PC in Fall 2007

San Francisco, USA – April 5, 2007 - Ubisoft, one of the world’s largest video game publishers, announced today that Heroes of Might & Magic® V: Tribes of the East will arrive for the PC in Fall 2007. Developed by Nival Interactive, this stand-alone product will allow both long-time fans and series newcomers to enjoy the dramatic evolution and conclusion of the Heroes® V experience.

“With a vast array of new content and an engaging, epic narrative, Heroes of Might & Magic V: Tribes of the East will thrill devoted fans of the series,” said John Parkes, EMEA marketing director at Ubisoft. “It’s a fitting end to Heroes V – the most accessible chapter yet combined with the industry-leading quality that has made the Heroes franchise a benchmark for strategy gaming.”

About Heroes of Might & Magic V: Tribes of the East

For the first time, play as the Orc faction and recruit heroes, build armies and manage cities as you explore and conquer legendary lands. Use tactics, skills and magic to outsmart fantasy armies while developing your heroes and unveiling the dark plot that threatens to tear the world of Ashan apart.

Heroes of Might & Magic V: Tribes of the East chronicles the final chapter in the epic struggle that began with the interrupted wedding of Queen Isabel. Players will follow the steps of the Necrolord Arantir as he uncovers the prophecy of the Dark Messiah and exposes the Demon Sovereign’s conspiracy.

Following this brilliant conclusion to the Heroes of Might & Magic V story, the world of Ashan will never be the same again…

KEY FEATURES

   * New Orc Faction: First made famous in Dark Messiah of Might & Magic™, the brutal Orc faction now comes to the Heroes series. Savage, fiercely proud and resolutely independent, the Orcs put the “might” in Might & Magic®. This faction’s troops include Orcs, Goblins, Cyclops and the famed Pao Kais.

   * New Campaign: Experience the dramatic conclusion of the usurper Biara’s reign. Discovering the demonic influence that corrupts the Haven knights, the savage clans of the Orc will take up arms to eradicate the Inferno threat. Characters from Dark Messiah of Might & Magic will also appear to bring an unexpected twist to this multi-layered plot. In addition, Tribes of the East will feature 10 multiplayer and five single-player maps.

   * New Upgrade Level: Every creature in the Heroes V universe will get a an alternative upgrade level, increasing the total number of creatures in the Heroes of Might & Magic V line to over 170! These powerful new abilities are sure to become an integral part of your combat tactics.

   * Extra Content: Expand your arsenal and gameplay with new spells, artifacts, buildings and innovative features such as the combo-based Artifact Power Link and Battle Rage, the unique racial ability of the Orcs.

   * Stand-alone Product: In order to allow both fans and newcomers to enjoy this dramatic conclusion to the Heroes V experience, Tribes of the East will be a stand-alone product – no previous Heroes game installations will be required to play.



Early May (?) Info

Quote:
-The three campaigns will feature the Orcs, the Academy and the Necropolis.
- Rob King will take care of the music score.
- Isabel, Freyda, Duncan, Wulfstan and Zehir will return.
- Arantir will be the main villain.
- Orcs hate demons and wish to battle Biara.
- The orcish castle will supposedly feature the most unusual and beautiful architecture of the entire Heroes series.
- Barbarians will developed increased magic resistance with higher levels.
- Orc Shamans will be able to sacrifice Goblins to regain mana.
- Shamans can use Haste and Slow spell.
- Cyclops will attack city walls.
- The rest of the factions will undergo some changes.
- TotE will not be sold at full price even if it is standalone.



Late May update information:

Quote:
Russian gaming portal "Battle People" interviewed Nival about the upcoming Heroes of Might and Magic V addon, Tribes of the East. Here are several new facts from it:

- There will be new global map buildings, including Spell Shop (to learn 4-5 level spells) and Sunken Temple (sea object: fight for gold/spells/artefacts)
- Example of combined artifacts:
Armor of Dwarven Kings (4 artifacts):
Bonus for 2 items: +40% magic proof for all creatures
Bonus for 2 items for Rune Mage: 10% Spell Power increase
Bonus for 4 items: Before battle your troops get Expert Stoneskin & Expert Deflect Arrows for 10 turns.
- New terrain (for orcs). Also it said that Ubi didn't want to create another terrain, but Nival insisted.
- Alternate upgrade and original upgrade will be available at the same time, for every creature individually. Also, player can re-train one to another.
- New campaigns featuring Necromancer Arantir, Orc chief Gorthai (rough spelling) and Mage Zehir.

There will be a prologue Orcish campaign, to get familiar with this faction.
- There are no plans for sea creatures or any other new neutrals.
- We can expect new multiplayer mode.
- There will be no "direct IP" multiplayer game support.
- There will be WAIT button. But when - is going to be surprise.

A few new screenshots can be seen here and in the screenshot section below.



Early June Ubisoft newsletter and other sources:

Quote:
From CRPG.RU (interview with Nival at KRI-2007)
http://www.crpg.ru/sections.php?op=viewarticle&artid=2212.


- About Orcs and magic
Shamans (sort of witches) can cast Slow and Haste, and can sacrifice Goblins to replenish their mana. But globally, Orcs are oriented towards Might, not Magic, and know how to spoil the enemy spells, because of a special ability, that reduces the enemy [apparently hero and units] Spellpower by a certain percentage during battles.

- About designing the Orcs line-up:
It is necessary to say that, for example, the selection of the strongest Orc creature was a serious battle between the designers: some said that this must be the Behemoth, the others defended the Cyclops. Everyone gave arguments for his champion, but the supporters of Cyclops crushed the competition by their exceeding number.

- About recruiting alternative upgrades:
In ToE, it will be possible not only to select one of two existing upgrades, but also at any time to switch between them. As soon as the player constructs the upgrade building, he will be able to recruit both upgrades at his choosing.
Some upgrades are intended to be more effective against neutral monsters, while others should be preferred for the fights against enemy heroes.

- About the Stalker (Assassin alternative)
When using "Invisibility", the Stalker becomes invisible for the enemy for three actions. [I guess it can only be used once per combat! ]

- About multi:
It will be possible to use scripts in multiplayer maps.


In the Ubi June Newsletter - DEMONS AND ORCS - Brother Enemies
http://forums.ubi.com/eve/forums/a/tpc/f/1011074515/m/4651005465.


- Orcs Racial Skill: Blood Rage
Blood Rage will work passively: every time an Orc unit performs an action (other than Defend or Wait), it will gain some adrenaline points (filling a sort of "rage bar"). Conversely, when staying passive, it will lose adrenaline points. Each unit will have 3 thresholds, gaining a specific bonus each time [see alexrom66 quote below for an example].

Any rage bonus will be obtained for the rest of the battle, as long as the rage bar stays above the corresponding threshold. Orcs have thus a big incentive not to stay passive in combat, as they would become weaker. The rage level is not kept from one combat to another, but the starting rage level can be increased by the hero. There will be numerous ways to influence the blood rage through hero development [maybe artifacts as well, or war cries?].


More details on Blood Rage, from heroes.ag.ru contributor alexrom66 (also sourced from KRI-2007):

Highest rate of filling "rage bar" gives melee attack that executed by orc's stack. Middle rate of filling bar gives melee attack performed by enemies against orc's stack. Slow rate of filling bar gives ranged attack performed by enemies against orc's stack.

And there are many other actions that fills "rage bar" (almost all actions with exclusion of Wait and Defend). For example, the shamaness fill her rage bar by cast spells, sacrificing goblins.

There will be 3 levels of "rage" bonuses to stack. Bonuses will be awarded to stack automatically after rage bar is filled to certain level. First bonus is easy to get – it needs 1-2 melee attacks by stack; but higher level bonuses will require much more "rage points".

Each type of creature gives its own bonuses. For example, Orc (level 3 unit of Stronghold) on 1st level of rage gets bonuses to HP and speed; on 2nd – bonus to attack; on 3nd – Double Attack ability.

By default, the rage bar is empty in the beginning of combat. But special building in orc's town gives small starting bonus to "rage points" in the beginning of combat. For example, if that building will be built in 4 orc's towns than orc stacks will be enter in combat already having 1st level rage bonus.

Thanx to sfidanza for collecting the various bits of info.



Mid June information from Ubisoft Magazine:

Quote:
In one of the campaigns, the main hero will be orc warlord, who invades in Griffin Empire’s Crow duchy to free his kinsmen from enslavement. This campaign is set 500 years before the events of Heroes V. Other campaign tells the story about necromancer Arantir and how he united the lands of Heresh and why he helped humans and dwarves in the war against Biara.

It will be easier for heroes to gain superabilities, because the list of requirements for them is reworked.

Both, standard upgrades and alternative upgrades will cost the same; it will be possible to retrain creatures, but only in towns and for high price.

One of the new adventure buildings is ”Teacher of memory”. When a hero visits it, he can forget one of his skills or abilities for a price and learn another one.

Source.



DEMO CHANGES


Mark of the necromancer gives a mana per 75 damage instead of 50.

Hellfire does 10 x (power + 1) instead of 50 + 5 x power. An earlygame nerf but it can become better than before with good spellpower arties.

Banish deals 10 x (level + summoning mastery) damage to gated/summong units instead of banishing 25% + 3% per level of the stack. Summoning mastery ranges from 1 to 3(basic to expert).

Expert attack is 15% again.

Imbue arrow consumes no atb value, you can instantly imbue and attack.

Familiar ground gives +2 speed bonus on grass instead of +1. You MUST be kidding me.

Elemental chains now deal 10% per irresistible spells level as opposed to the previous 5%.



THE LINEUP

Of course we are still not sure what the names will be yet. I'll be sure to update it once we get more info.

Quote:
Goblin
Goblin Shamans have the ability to tear spell from an enemy hero or casting unit. If the goblins fail, they will cast the spell they were going to tear on themselves. Goblins Hunters can set traps, which are invisible to the enemy.


Centaur
Centaurs are the fastest shooters in the game, but take four tiles on the battlefield. Centaurs Nomads can run away from enemy, who has just hit them and then shoot the enemy from distance with half their normal strength. Centaurs Marauders does not have penalty when shooting into support.


Orc warrior
One of the upgrades for Orc warrior can take hits, which were targeted on a nearby friendly stacks, also his retaliation attack is two times stronger than normal attack.


Shaman
Human and Succubus hybrids can cast Haste and Slow. One of the upgrades, when engaged in hand-to-hand combat, will curse (Slow, Weakness, Vulnerability) the opponent.


Orc chieftain
Orc warlords raise initiative of all friendly creatures by one.


Pao kai
Pao-kai is one of the upgrades for wyvern. It is immune to blind, because it has no eyesight to begin with. It attacks with electric breath that harms everyone standing near the attacked creature (amount of damage is divided among those affected by the discharge). In addition, Pao-kai can eat dead bodies to restore health.


Cyclops
Cyclops is a strong hand-to-hand fighter, with an ability to attack walls, when in siege battle. One of the upgrades for Cyclops can shoot beam from his eye that affects several creatures, and decreases his victims luck.




TOTE NEW SPELLS

Quote:

Arcane Crystal (Level 2)

Creates a crystal on the selected place on the field, blocking the way until the end of combat or until the crystal is attacked and destroyed.

HP: 20 HP. Defence = 0.
[None]: 40+8*SP
[Basic]: 60+12*SP
[Advanced]: 80+16*SP
[Expert]: 100+20*SP


Blade Barrier (Level 4)

Temporarily creates a wall, three squares long, on the selected part of the field. The wall has additional 75% Defense from the Range and Magical Attacks and returns damage equal to the number of lost Hit Points to the melee attackers.

Duration: 1*SP turns
[None]: Unknown
[Basic]: Unknown
[Advanced]: 60+10*SP
[Expert]: 96+12*SP

Deep Freeze (Level 5)

Freezes targets, inflicting ice damage immediately and heavy damage during a certain amount of time.

Nonmagic loss increases on 103+3*SP %. Duration: 1 turn. Damage = 30+30*SP


Divine Vengeance (Level 4)

Inflicts magical damage to selected creature that depends on the number of enemies selected creature killed from the beginning of combat.

Demage:
[Advanced]: 40+4*X
[Expert]: 60+6*X
Where X is the enemt number in stack


Regeneration (Level 2)

The target creature gains health regeneration on its turn. Does not work on Undead creatures.

The creature get 75+5*SP % HP, Duration:
[None]: 1 turn
[Basic]: 2 turns
[Advanced]: 3 turns
[Expert]: 4 turns


Sorrow (Level 1)

Combat spirit reduces and decreases the success of the selected force of enemy.

[None]: -1 morale and luck
[Basic]: -2 morale and luck
[Advanced]: -3 morale and luck
[Expert]: -4 morale and luck


Summon Hive (Level 4)

Creates a wasp hive on the selected place of the field. A swarm of wasps from this hive will attack enemy creatures until the end of combat or until the hive is attacked and destroyed (The hive will not attack undead, elemental and mechanical units).

HP:
[Advanced]: 50 HP
[Expert]: 100 HP
Initiative:
[Advanced]: 5+0,25*SP
[Expert]: 5+0,25*SP


Vampirism (Level 5)

Selected friendly creature gets all Undead attributes and the ability to drain life just like vampires.

Effect 50+2*SP % of the demage
Duration = 1*SP.




ALTERNATIVE UPGRADES


SYLVAN

Quote:


Dryad: Flyer, No Enemy Retaliation, Spray Attack, Treant Union.

http://mightandmagic.fr.ubi.com/images/news/H5_ToE_Sylvan_1.jpg
Treant Union: One time per battle, dryads will be able to heal and resurrect treants, in the same time treants will be able to heal dryads. One dryad heals four hit points, one treant 20 hitpoints.

Bladesinger: Agility.

http://mightandmagic.fr.ubi.com/images/news/H5_ToE_Sylvan_2.jpg
Agility: Bladesinger will receive two point addition to defence for every crossed tile.

Sharpshooter: Shooter, No Range Penalty, Force Arrow.

http://mightandmagic.fr.ubi.com/images/news/H5_ToE_Sylvan_3.jpg
Force Arrow: Sharpshooters will ignore 75% of targets defense, his shoot can throw target back by one tile.

High Druid: Shooter, Caster (Stoneskin), Power Feed.

http://mightandmagic.fr.ubi.com/images/news/H5_ToE_Sylvan_4.jpg
[i}Power Feed: High Druids can perform special ritual, which transfers their magical power to hero, adding him spell power. The effect lasts until there are no more druids alive.

White Unicorn: Bond of Light, Blinding Attack, Large Creature.

http://mightandmagic.fr.ubi.com/images/news/H5_ToE_Sylvan_5.jpg
Bond Of Light: When White Unicorns participate in battle, every light magic spell excluding damaging spells will be cast on the unicorns, regardless of the caster.

Anger Treant: Entangling Roots, Rage of the Forest, Enraged, Large Creature.

http://mightandmagic.fr.ubi.com/images/news/H5_ToE_Sylvan_6.jpg
Rage Of The Forest: Anger treant’s ability “Rage of the Forest” will activate only once per battle, and take effect for the whole battle. Treants will transfer half of their defense to attack, increase their initative by two and loose the ability to entangle enemy.

Rainbow Dragon: Flyer, Rainbow Breath, Large Creature.

http://mightandmagic.fr.ubi.com/images/news/H5_ToE_Sylvan_7.jpg
Rainbow Breath: Rainbow Dragon’s fire attack can affect one to five tiles, depending on luck.



DUNGEON

Quote:


Stalker: Poison, Invisibility.

http://resources.ubi.com/resources/66/66921-H5_ToE_Dungeon_1.jpg
Invisibility: An activated ability. When it is activated, the unit becomes completely invisible for the enemy until it performs an attack or takes a position in a tile next to an enemy unit. The stack attacked by an invisible stack can not retaliate. An invisible unit can not be the target of any target-specific effect, nor do mass spells work on it (but the area-effect spells and area effects do). Also, the Fire Trap spell can be applied to an invisible unit. Summoning spells and effects can be cast on tiles occupied by the invisible units, but the summoned effect/creature will appear on a random tile next to it. Unit movement routes can be plotted through the tile occupied by an invisible unit (i. e., its location can’t be found through failure to pass through a tile). When the movement is performed, if the invisible unit blocks the way and there is no other way, the moving unit stops right before it and performs a melee attack. For the player/AI who owns it, the invisible unit shows on the screen as semi-transparent. The ability works once per combat. The invisibility effect’s duration is 3 rounds.

Blood Witch: Strike and Return, No Enemy Retaliation, Immunity to Curse.

http://resources.ubi.com/resources/66/66922-H5_ToE_Dungeon_2.jpg

Minotaur Captain: Aura of Bravery.

http://resources.ubi.com/resources/66/66924-H5_ToE_Dungeon_3.jpg
Aura Of Bravery: Minotaur Captain causes all creatures in the area around him (radius 3 tiles) to be unable to have morale with value less than one.

Black Rider: Large Creature, Lizard Bite, Ride-by-Attack.

http://resources.ubi.com/resources/66/66926-H5_ToE_Dungeon_4.jpg
Ride-by-Attack: A passive ability. If, while moving towards the target of its attack, the Raider passes very close to any enemy creatures, it inflicts damage equal to ¼ of its normal damage on them, and then continues its movement/maneuver without suffering any retaliation.

Acidic Hydra: Six-headed Attack, No Enemy Retaliation, Acid Blood, Enraged, Large Creature.

http://resources.ubi.com/resources/66/66928-H5_ToE_Dungeon_5.jpg
Acid Blood: Every time the Hydra is hit, it splashes out some acid, covering four tiles in the direction of the attack. The damage of the acid is physical (the Hydra’s Attack and the target’s Defense skills are evaluated) and the damage equals ¼ of the Hydra’s normal attacking Damage capabilities.

Shadow Mistress: Invisibility, Caster (Slow, Disrupting Ray, Bloodlust, Forgetfullness), Whip Strike.

http://resources.ubi.com/resources/66/66935-H5_ToE_Dungeon_6.jpg
Invisibility: See below Stalker, but Matriarch can cast spells while invisible.

Red Dragon: Flyer, Fire Breath, Incinerate, Large Creature.

http://resources.ubi.com/resources/66/66932-H5_ToE_Dungeon_7.jpg
Incinerate: The Dragon can soar up and give the target a specifically powerful blow of its fiery breath. The ability can only be used on a target that stands close to the Dragon. The damage inflicted is 50% greater, and the Dragon suffers no retaliation from its target.



INFERNO

Quote:


Quasit: Siphon Mana.

http://resources.ubi.com/resources/67/67079-H5_ToE_Inferno_1.jpg
Underground
Siphon Mana: Quasit extracts mana from enemy hero and distributes it evenly between all casters in quasit’s army.

Horned Leaper: Leap, Enraged.

http://resources.ubi.com/resources/67/67082-H5_ToE_Inferno_2.jpg
Underground
Leap: Horned Leaper can jump to indicated creature if there is a free tile next to it and deals damage increased by 10% for each tile crossed while jumping. In addition, the leaper can jump to creature even it is impossible to reach it by walking.

Firebreather: Three-headed Attack, Fire Breath, No Enemy Retaliation.

http://resources.ubi.com/resources/67/67085-H5_ToE_Inferno_3.jpg
Underground

Succubus Temptress: Shooter, Ranged Retaliate, Immune to Hypnotize (a.k.a. Puppet Master), Seduce.

http://resources.ubi.com/resources/67/67088-H5_ToE_Inferno_4.jpg]
Underground
Seduce: Succubus Temptress has the ability to seduce a creature one time per battle. The owner of the succubus can control seduced creatures.

Hellmare: Fear, Searing Aura, Large Creature.

http://resources.ubi.com/resources/67/67091-H5_ToE_Inferno_5.jpg
Underground
Searing Aura: Hellmare will cause all enemy creatures to suffer from 10 points of fire damage multiplied by the count of hellmares in the stack when they reach their turn while residing in the immediate area of hellmare.

Pit Spawn: Axe of Slaughter, Magic-Proof (50%), Large Creature.

http://resources.ubi.com/resources/67/67094-H5_ToE_Inferno_6.jpg
Underground
Axe Of Slaughter: Pit Spawn will deal damage increased by two for each creature in the attacked stack.

Arch Demon: Flyer (Teleportation), Summon Other, Large Creature

http://resources.ubi.com/resources/67/67097-H5_ToE_Inferno_7.jpg
Underground
Summon Other: Arch Demon’s ability “Summon Other” will allow him to choose any creature in the radius of his movement area. Chosen target will teleport near the Arch demon stack in tile, which will be the closest to the direction of previous position.

Group Photo:

http://resources.ubi.com/resources/67/67100-H5_ToE_Inferno_8.jpg



NECROPOLIS

Quote:


Skeleton Warrior: Undead, Large Shield, Magic Protection (25 %).

http://mightandmagic.fr.ubi.com/images/news/H5_ToE_Necro_1.jpg
Magic Protection 25 %: Skeleton warriors will receive only one fourth of damage dealt by an attack.

Disease Zombie: Undead, Enraged, Weakening Aura.

http://mightandmagic.fr.ubi.com/images/news/H5_ToE_Necro_2.jpg
Weakening Aura: Disease zombies will cause all creatures excluding undead to decrease their attack and defense values by two and decrease morale by one. (The source mentions nothing of AOE, but one must assume this affects only nearby units?)

Poltergeist: Undead, Flyer, Incorporeal, Ammo Steal.

http://mightandmagic.fr.ubi.com/images/news/H5_ToE_Necro_3.jpg
Ammo Steal: Poltergeists will be able to remove a number of ammunition from a chosen shooter creature. The amount of removed ammunition is calculated from weekly growth of poltergeists.

Nosferatu: Undead, Teleportation, Life Drain, Sleeping Strike.

http://mightandmagic.fr.ubi.com/images/news/H5_ToE_Necro_4.jpg
Sleeping Strike: When Nosferatu attacks, he can put creature to sleep for three rounds.

Lich Master: Undead, Large Creature, Caster (Raise Dead, Weakness).

http://mightandmagic.fr.ubi.com/images/news/H5_ToE_Necro_5.jpg
*ability not listed* Lich masters have the ability to deal damage to all creatures (excluding mechanisms and undead) in the surrounding area (radius 3 tiles).

Banshee: Undead, Large Creature, Death Wail.

http://mightandmagic.fr.ubi.com/images/news/H5_ToE_Necro_6.jpg
Death Wail: Banshee causes all of the enemy’s creatures to have decreased morale by one.

Horror Dragon: Undead, Large Creature, Flyer, Sorrow Strike.

http://mightandmagic.fr.ubi.com/images/news/H5_ToE_Necro_7.jpg
Sorrow Strike: Horror dragons cast sorrow when they attack.



ACADEMY

Quote:


Gremlin Saboteur: Shooter, Sabotage.

http://mightandmagic.fr.ubi.com/images/news/H5_ToE_Academy_1.jpg
Gremlins will be able to paralyze any mechanical unit on the battlefield (golems, ammo carts, tents, town towers) for one turn, if the unit’s total hit points are lower than gremlins.

Marge Gargoyle: Flying, Elemental, Enraged, Elemental Aura, Elemental Vulnerability

http://mightandmagic.fr.ubi.com/images/news/H5_ToE_Academy_2.jpg
Gargoyles and all creatures (including allies) standing near them will receive 1.5 times more damage from fire, air and water based spells.

Obsidian Golem: Mechanical, Obsidian Sphere, Destructive Magnetism

http://mightandmagic.fr.ubi.com/images/news/H5_ToE_Academy_3.jpg
Obsidian golems are immune to all spells excluding those dealing damage. Every spell that deals magical damage heals and resurrects golems. The amount of restored hitpoints equals to 50% of the damage, which would have been dealt by the magical attack. At the start of the battle, golems receive “Obsidian sphere” that zeroes damage from destruction spells. If the golem stack was somehow damaged, next magical attack that hits them will heal the stack. If the golems suffer from area spell together with allied units, they will transfer portion of the damage to themselves.

Combat Mage: Shooter, No Range Penalty, Magic Attack, Caster (Magic Fist, Dispel), Eldritch Aura

http://mightandmagic.fr.ubi.com/images/news/H5_ToE_Academy_4.jpg
Battle mages have a little amount of spells, their shoot only hits one target.

Djinn Vizier: Large Creature, Flyer, Luck Gambler

http://mightandmagic.fr.ubi.com/images/news/H5_ToE_Academy_5.jpg
Viziers can increase luck for friendly creatures and decrease it for enemy creatures. They can do that three times per battle. It is possible to do so on a single unit only once per battle.

Rakshasa Kshatri: Large Creature, Rush, Tornado

http://mightandmagic.fr.ubi.com/images/news/H5_ToE_Academy_6.jpg
Rakshasa princess can break through six tiles in front of them.

Storm Lord: Large Creature, Ranged, Immunity To Mind Spells, No Melee Penalty, Call Storm

http://mightandmagic.fr.ubi.com/images/news/H5_ToE_Academy_7.jpg
Colossus can summon 3x3 tile sized cloud to any place on the battlefield; every creature that gets under the cloud receives 10 points of damage for each colossus that summoned the cloud. Shooters under the cloud receive 1% penalty to ranged attack for each colossus.

Group Photo:

http://mightandmagic.fr.ubi.com/images/news/H5_ToE_Academy_8.jpg



FORTRESS

Quote:


Stout Defender: Enraged, Armored, Large Shield, Hold Ground, Prepared Position.

http://mightandmagic.fr.ubi.com/images/news/H5_ToE_Fortress_1.jpg
As long as defenders do not move, they receive five point addition to their defense.

Harpooner: Shooter, Harpoon Strike.

http://mightandmagic.fr.ubi.com/images/news/H5_ToE_Fortress_2.jpg
Harpooners can shoot harpoon that in addition to standard damage can pull the attacked creature by one tile closer to the harpooner.

White Bear Rider: Enraged, Bear Roar.

http://mightandmagic.fr.ubi.com/images/news/H5_ToE_Fortress_3.jpg
When bears attack, they can frighten the attacked creature and enemy creatures that stand nearby. Bear receives one point addition to his morale and ten percent gain to his health. The effect lasts for two turns.

Battlerager: Immunity to Mind Control, Bash, Anti-Giant, Battle Rage.

http://mightandmagic.fr.ubi.com/images/news/H5_ToE_Fortress_4.jpg
Every time Battlerager receives damage, he will gain two point addition to his initiative and five point addition to his attack. This effect is active for two turns. When fighting with large creatures he will receive four point bonus to his attack and defense.

Flame Keeper: Shooter, Caster (Deflect Arrows, Fireball), Immunity to Fire, Mark of Fire, Avenging Flame.

http://mightandmagic.fr.ubi.com/images/news/H5_ToE_Fortress_5.jpg
After death, their inner flame escapes and deals fire damage to every enemy in the surrounding tiles. Level of damage depends on the amount of priests in the dead stack.

Thunder Thane: Large creature, Teleportation, Immunity To Lightning, Flame Wave, Flamestrike.

http://mightandmagic.fr.ubi.com/images/news/H5_ToE_Fortress_6.jpg
One time per battle thanes can do standard damage multiplied by 1,2 to any creature and hang “Mark of fire” on them.

Lava Dragon: Large Creature, Elemental, Immunity to Fire, Liquid Flame Breath.

http://mightandmagic.fr.ubi.com/images/news/H5_ToE_Fortress_7.jpg
When the Lava Dragons attack, they leave a fire wall, that deals ten point damage for each dragon in the stack.



HAVEN

Quote:
The Haven alternative upgrades will be a modified version of the Renegades. The below gives the most important changes.

Brute: ?

Changed from Enforcer.

Crossbowman: Shooter, No Range Penalty.

No reported changes yet.

Vindicator: Large Shield, Cleave.

No reported changes yet.

Battle Griffin: Flyer, Large Creature, Unlimited Retaliation, Battle Frenzy, Immunity To Blind.

Receives a modified Battle Dive ability that works instantly but probably does only normal damage.

Zealot: Shooter, No Melee Penalty, Caster.

Spellbook changed to include Righteous Might and Cleansing instead of Blind.

Champion: Large Creature, Jousting, Champion Charge.

No reported changes yet.

Blood Angel: Large Creature, Flyer, Caster.

Looses Life Drain ability and gains ability to cast Divine Vengeance and Righteous Might.





SCREENSHOTS

Anouncement screenshots

Quote:












Late May update screenshot

Quote:










Mid July Screenshots

Quote:














July 'Developer Blog' Screenshots

Quote:














Mid August 'Preview Trailer' Screenshots

Quote:





























Hero and Unit concepts

Quote:
Barbarian Campaign Heroes


Arantir, Necropolis Campaign Hero


Alternate Rakshasa and Zombie upgrade


Alternate Mage upgrade


Orcs






SOME TOWN PICS

Quote:








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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted April 05, 2007 09:10 PM
Edited by alcibiades at 11:38, 22 Sep 2007.

"* New Campaign: Experience the dramatic conclusion of the usurper Biara’s reign. Discovering the demonic influence that corrupts the Haven knights, the savage clans of the Orc will take up arms to eradicate the Inferno threat. Characters from Dark Messiah of Might & Magic will also appear to bring an unexpected twist to this multi-layered plot. In addition, Tribes of the East will feature 10 multiplayer and five single-player maps."

Also Arantroc from DM is in! Yeah he is cool, neutral guy! Anh he one of my predictions LoL
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sfidanza
sfidanza


Promising
Supreme Hero
posted April 07, 2007 09:27 AM
Edited by sfidanza at 09:38, 07 Apr 2007.

Quote:
You know Ubisoft and Nival should really really release the list of new creatures and abilities just to keep us busy body fans busy for the next couple of months. Teasing us with five pictures is just too painful. I want some info now!!!

You can start by discussing the already revealed information. What I saw here is merely people talking about the line-up, and complaining about what they would have wanted in.

For those who didn't read the original news, here are a few points:
- Tribes of the East will be the last Heroes 5 addon. That opens the way to Heores 6 afterwards.
- Characters from Dark Messiah will make their way into H5, in particular Arantir. Could some Dark Messiah players explain who he is? Who else could play some part?
- Artifacts combo are mentioned as "combo-based Artifact Power Link". In the french description, it is specified that bonuses are unlocked when completing an artifact set. But is "Artifact Power Link" a name for a static feature (sets are predetermined) or a new ability allowing to create new sets from selected artifacts? Will it work like H3 SoD sets (bonus when complete only) or more like Diablo 2 (more bonus with more set pieces)?
- The "unique ability" of the Orcs is named "Battle Rage". Is that the racial skill, or the absolute ability? In french, it is said that it allows Orcs to be more and more powerful after each attack. Is that similar to the Battle Griffins' Battle Frenzy, but on attacks?

In the official russian Nival press release, there might be some elements of answers:
- Without possessing capabilities for magic sciences, protected by weak armors, the army of Orcs, nevertheless, is capable of resisting the strongest magicians of Ashan, and it is extremely dangerous in the attack.
- New spells and new structures on the adventure map. New magic objects and the unique collections of the artifacts of identical nature, giving to player additional bonuses and possibilities depending on the obtained quantity.

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TemjinGold
TemjinGold


Known Hero
posted April 07, 2007 03:25 PM

Quote:

- Characters from Dark Messiah will make their way into H5, in particular Arantir. Could some Dark Messiah players explain who he is? Who else could play some part?



So as not to ruin it for those who haven't played this game yet, I'll keep this mostly spoiler free. Arantir is the main villain throughout the game. He is a necromancer and both you and him seek the Skull of Shadows, the skull of the Seventh Dragon (who used the last of his power to banish the Demon Sovereign), for reasons unknown to you (initially, you don't know why you want it either). Other prominent characters are:

Phenrig: A mage who is the main character's mentor.
Leanna: A young mage who accompanies you on your journey.
Menelag: Leanna's uncle. He is a mage and the lord of some place (forgot where, too lazy to check).
Xana: A mysterious women who Phenrig orders to ahh... share your body.
Aratrok: The chieftain of the orc clans. An orc with much regard for honor in combat.
Sareth: Err... you.

I think that's all the important people.

   

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted April 07, 2007 04:25 PM
Edited by VokialBG at 16:26, 07 Apr 2007.

Quote:

- Characters from Dark Messiah will make their way into H5, in particular Arantir. Could some Dark Messiah players explain who he is? Who else could play some part?


You want info? Here is it:

The Story

Thousand years ago, a wizard called Sar-Elam, also known as the Seventh Dragon, locked up the Demons in a magical dungeon. The only way to open this dungeon is Skull of Shadows, which is in a hidden place, waiting until his power is needed again. Seventy-six after Sar-Elam, a disciple, named Sar-Shazzar, prophecized that one day, a child would be born, known later as the Dark Messiah. The prophecy sounds like this:

Ten centuries shall the fortress stand
Walls of spirit wrapped in walls of fire
And horned lords shall bowl their head
To one not yet born, of the darkest sire

One century of blood and strife
The moon shall darken, and none know why
The resting place at last is found
Of the Seventh, who soared so high

Last daughter of a forlorn line
Shall guide him into history
Beneath the crypts prophecies clash
The war of ancient enemies

The protagonist of Dark Messiah is a young man named Sareth, who is under the tutelage of the Wizard Phenrig. After years of studying the arts of magic and physical training in the arts of war, he is finally taken on an expedition to retrieve a rare artifact known as the Shantiri Crystal. After finding the Crystal and disposing of the would be rival expedition. He is tasked to bring the crystal to an associate of Phenrig's, Menelag. To guide him on his way, Phenrig summons Sareth a companion, named Xana. She is able to reside in his mind and give him occasional help.

After two weeks of riding on horse back, Sareth arrives at the gates of Stonehelm, a free-city state under the rule of Master Phenrig's associate, The Grand Wizard Lord Menelag. As he nears the main gate, the villagers and town guards seem to be in a semi-state of panic and fear as rumors of an army of necromancers are coming and no sooner is Sareth accepted to go in by the guards, when a flaming catapult shot smashes into the nearby watch tower. The resulting chaos spooks Sareth's horse, causing him to be thrown off and land hard on the ground. As the injured Sareth is dragged into the city, he sees a glimpse of the horde of ghouls and mercenaries led by Necromancers butchering the town's fleeing inhabitants. Once on his feet, he makes his way to the battlements and takes control of an unmanned ballista. He helps the town guard in slaying an undead cyclops, thereby effectively halting the siege. After the suspense dies down, Sareth wanders around the town until he eventually arrives at Menelag's Manor. There he meets Menelag's niece and pupil, Leanna.

From there, Sareth is introduced formally and is given a banquet in his honor. In the following night, a sleepy Sareth is awoken by a frightened servant, who informs him that the manor is under attack. From there, he tries to rescue Lord Menelag and his niece, but is frozen by a Necromancer's spell and watches helplessly as Menelag is murdered before his nieces eyes. After the spell wears off, Sareth has no time to comfort Leanna as the ghoul who had killed Menelag has stolen the Shantiri Crystal.

Sareth chases the ghoul from rooftop to rooftop, but it evades him, entering a warehouse and descending to its master, Arantir. Sareth gets his way inside the warehouse, and, following underground tunnels, makes his way to where Arantir is using the Shantiri Crystal to open a portal to the necromancer hive, and steals back the crystal. As he makes his escape, he falls unconscious and has a dream of his meeting with Phenrig, but subtly different - so as Phenrig is made out to be "holding Sareths leash", and Xana is first seen in her demon form. After waking up, he find Leanna, who tells him that Necromancers have commandeered the ship to the Island. Sareth gets on board the ship, retakes it, and he and Leanna set off to the Island. Sareth has another dream, where Leanna is dancing with Arantir. Arantir offers her to Sareth, who begins to dance with Leanna. She falls back suddenly, a dagger in her stomach. Sareth raises his hands to his face uncomprehendingly, and as Leanna falls, Arantir is seen standing behind her. "Ah, your first victim. Don't worry, it won't be your last."

On the Island, Sareth and Leanna evade the Orcs and enter the temple, where Sareth is forced to kill a Pao Kai. After this, he makes his way to the top of the Temple to place the Shantiri crystal in a pedestal, and bring power to the temple. He is then accosted by the Orc's Shaman, Aratrok, who challenges Sareth. After killing him, Sareth is given safe passage out, and makes his way back to Leanna. She opens the gate to the Skull of Shadows, but is apparently killed by Arantir before she can follow Sareth. Sareth makes his way into the crypt, gathering crystals to open the door to the Skull. Sareth takes the Skull, and has a dream where Phenrig and Leanna are seen dead, and Sareth's father - The Demon Sovereign - tells him to break the skull and free him. Sareth wakes up, coughing, but Arantir arrives, takes the skull, and throws Sareth onto a spike, which is seen sticking out of Sareth's stomach.

Sareth wakes up among a pile of festering corpses, more closely bonded to Xana, and alive - thanks to the power of the Skull. Sareth fights his way through Orcs, and off the island, where he returns to Stonehelm.

Once there, he takes the portal to the Necromancer Hive, where he hopes to find Arantir. As he makes his way through, Sareth witnesses Leanna - still alive - being thrown into a spider pit, in which there is a giant spider residing. The player may at this point choose to save Leanna by killing the giant spider, or ignore her. If the player chooses to save her, Leanna will stress that Sareth must visist a sanctuary once he has returned to Stonehelm, in order to be cleansed of his demonic nature. She will also help him battle the remaining enemies, should the player ask her to. Regardless of the player's choice, Sareth then discovers Arantir's plans to sacrifice the entire population of Stonehelm for his ritual, along with a means of returning from the necromancer's lair, and back into the City of Stonehelm.

Sareth then battles his way through a burning and besieged Stonehelm, alongside the remaining human resistance. If the player chose to save Leanna in the former chapter, he is now offered a chance to visit a sanctuary in order to purge Xana from his body and soul, and cleansing himself of his demon heritage. The sanctuary's doors will be shut if the player chose to leave Leanna behind. In an antechamber to the Necropolis, Sareth is eventually reunited with Leanna. If the player left her behind, she appears as a reanimated corpse, a Lich, which Sareth then kills. If the player saved her, but did not visit the sanctuary, Leanna expresses her grief and resentment with the fact that Sareth did not renounce his demonic nature, and attacks him, eventually leading to her death. If the player saved Leanna and visited the sanctuary, she joins Sareth in the final chapter. Sareth then makes his way through the necropolis, battling several conscripted Lich Kings on his way, eventually catching up with Arantir as he is about to perform the ritual. Sareth kills Arantir, and takes up the Skull of Shadows. At this point the player may choose to either use the Skull for Sareth's own purposes, and lock his father away for ever, or destroy the Skull of Shadows and free his father. Each option offers a different cut-scene. The cutscene will also vary depending on whether it is Leanna or Xana that accompanies Sareth at the end of the game, giving the game a total of four different endings.

Creatures:

The creatures are not many, here are the creatures cards, you can see the look, type (demonic, undead, human...)

Black Guard
City Guard
Facehugger
Ghoul
Goblin
Lich
Necromancer
Orc
Paokai
Spider
Undead
Undead Cyclop

There are more, like the Vampire Warrior and the normal Cyclop.

Charasters:

Here are the Heroes cards, it's very difficult to find them now, but I keep them on my PC

Arantir
Aratrok
Leanna
Menelag
Phenrig
Xana
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emilsn
emilsn


Legendary Hero
posted April 07, 2007 04:52 PM

This is a bit of topic, but if i remember correctly Arantir is in DM a bit of a good guy in a bad guys shadow. Because he seeks the skull, though we dont now why, but he really don't like demons and in my eyes he actully tries to destroy them. So as i see it, he wants to of course gain power! But also to stop the demon messiah! This is to disguss mostly for those who have played DM...

But i think so far, that the story in this game links REALLY good together with the one told in Dark Messiah. which in a far out vision might lead to: Heroes of Might and magic VI - And then their would have to be no seven as most of that is told in DM. -
____________
Don't walk behind me; I may not
lead. Don't walk in front of me;
I may not follow. Just walk
beside me and be my friend.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted April 07, 2007 05:21 PM
Edited by Elvin at 18:18, 07 Apr 2007.

They'd have to resolve whether Sareth followed in his father's footsteps. He destroyed the skull or became the half-demon messiah that will bring doom? The second might be more interesting for a campaign unless another threat comes up and he becomes a neutral character that occasionally helps the good guys.

Edit:

There are some news courtesy of Eternor. He translated this and here are what he found:
The orcs come from the Plains of Ranaar;
D'uh!

The orcs do not acknowledge the use of magic and are able to disrupt enemy magic;
Might only hmm? I kinda expected it.

The racial ability of the Orcs, battle rage, works by each creature having an adrenaline bar in battle. The bar fills after each successful or missed hit, the amount of adrenaline in their blood determines how large is the bonus added to hit points, attack, speed;
That's good thinking yet awfully familiar of wow fighters.

One of the orc town's unique buildings is a slave market, where you can sell unneeded troops for resources;
Rings a bell

Alternative upgrades will bring 49 new creatures, for example instead of the traditional archmages, you will now be able to recruit battle mages, which can inflict higher damage when shooting, but are unable to cast any spells;
Much like I thought. Very good!

There will be 3 campaigns;
Geez not the easy way out again...
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TemjinGold
TemjinGold


Known Hero
posted April 07, 2007 06:17 PM

Quote:
This is a bit of topic, but if i remember correctly Arantir is in DM a bit of a good guy in a bad guys shadow. Because he seeks the skull, though we dont now why, but he really don't like demons and in my eyes he actully tries to destroy them. So as i see it, he wants to of course gain power! But also to stop the demon messiah! This is to disguss mostly for those who have played DM...

But i think so far, that the story in this game links REALLY good together with the one told in Dark Messiah. which in a far out vision might lead to: Heroes of Might and magic VI - And then their would have to be no seven as most of that is told in DM. -


Arantir is against the demons but it doesn't make him a good guy. He's just a bad guy with his own agenda, which just happens to conflict with that of the demons.  

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted April 07, 2007 07:18 PM
Edited by VokialBG at 19:20, 07 Apr 2007.

Another News...

I saw word from the Bulgarian Ubisoft, they tell us that the new addon will be out in the period September - October (Likely) but there is small chance to see it during the last days of August!

The new Upg idea sounds very good, some of the units will finally get what we really want, like:

Skeleton ------- Skeleton Archer
|
|
|
|

Skeleton Warrior

So it will be veeeery goood, but I can get what they go with some of the creatures, like the Shadow Dragon?

Shadow Dragon --------- Black Dragon
|
|
|
|
Cat Man

The adrenalin is cool too but I think that the adrenalin can't improve the HP, and the defence.

Still for me the best ne future is the new mess/artifacts.
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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted April 07, 2007 07:38 PM

I got this info from celestialheavens:

The orcs come from the Plains of Ranaar;
The orcs do not acknowledge the use of magic and are able to disrupt enemy magic;
The racial ability of the Orcs, battle rage, works by each creature having an adrenaline bar in battle. The bar fills after each successful or missed hit, the amount of adrenaline in their blood determines how large is the bonus added to hit points, attack, speed;
One of the orc town's unique buildings is a slave market, where you can sell unneeded troops for resources;
Alternative upgrades will bring 49 new creatures, for example instead of the traditional archmages, you will now be able to recruit battle mages, which can inflict higher damage when shooting, but are unable to cast any spells;

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Diomed
Diomed

Tavern Dweller
posted April 08, 2007 01:31 PM

Wow, it's been ages since I was on this forum for the last time. It's a miracle I remembered my nickname and password ...

*Dark Messiah spoilers follow*

Anyway, back to the good news. I guess the Orcish faction was kind of a no-brainer considering the story of Dark Messiah and the final cutscene from Hammers of Fate. It's good to see Nival revive the classic might-oriented Stronghold, even if it won't be called Stronghold.

Elvin, I think the ending of Hammers gives a strong hint that the Warlock/Dungeon faction (that means Raelag) might be a third campaign faction besides Arantir's necros/undead and the new Orc faction. But I don't think I have read anywhere that there will only be three campaigns. Maybe there is a fourth mixed one, or even a fifth? At least Ubisoft promised a large amount of new content, didn't they?

As for Dark Messiah characters appearing in Tribes, I think we can exclude Sareth and Leanna by logic because they are meant to be babies or not even born yet at the time when Tribes takes place. Arantir is certain to be in. That leaves Aratrok, Phenrig, Menelag and Xana the lovely succubus. With Biara still doing her thing, I doubt there is enough place for a second succubus to play an important role, so I would rule out Xana (regrettingly). Aratrok might be a hero of the Orc faction - strong possibility. Phenrig and Menelag - hm, don't know really. Phenrig seems more probable though, because he is actively involved in this whole demon messiah thing.

As with all things, we just have to wait and see.
   

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted April 08, 2007 07:56 PM
Edited by Elvin at 20:53, 08 Apr 2007.

Nah, last time it was rather bug free. What I might be worried about is the balance which will probably have to be tweaked and with all the patch versions it will take even more time now...

Edit:

Fabrice confirmed that the addon: 'will be designed so that you can play it without H5 or HoF previously installed - that doesnt mean it will be sold as a full game '
Good to know!

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted April 09, 2007 03:08 PM
Edited by alcibiades at 11:43, 22 Sep 2007.

Quote:
- Artifacts combo are mentioned as "combo-based Artifact Power Link". In the french description, it is specified that bonuses are unlocked when completing an artifact set. But is "Artifact Power Link" a name for a static feature (sets are predetermined) or a new ability allowing to create new sets from selected artifacts? Will it work like H3 SoD sets (bonus when complete only) or more like Diablo 2 (more bonus with more set pieces)?


Sfidanza, I noticed that myself, and I think the solution is this: It is a typo. The original post states this:

Quote:
... innovative features such as the combo-based Artifact Power Link and Battle Rage, the unique racial ability of the Orcs.


Now, if you add a comma after the word Artifact, you get this:

... innovative features such as the combo-based Artifact, Power Link and Battle Rage, the unique racial ability of the Orcs.

It is only guess-work, but I think we have three new features listed here:

- Combo-based Artifacts
- Power Link
- Battle Rage
____________
What will happen now?

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sfidanza
sfidanza


Promising
Supreme Hero
posted April 09, 2007 08:35 PM

Good pick on Power Link, Alc! I guess we'll see.

Thinking about the Orcs skin color, I realized their orange skin was to be expected, and it would have been really strange to have green Orcs. They are indeed supposed to have been created as human-demon hybrids:
(330 YSD.) "They [Wizards] experiment with demon blood, which they inoculate into human slaves and criminals. The monstrous Orcs are created as a result."

Human have pale skin, demons mostly have red skin. Voilà!


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Great-E
Great-E

Tavern Dweller
posted April 10, 2007 12:35 AM

Great thing they decided to mix up the Dark Messiah into this one but how exactly will they put up the timeframe then? I mean in Dark Messiah, there is no demons(since they've been locked up for 1000 years) so would that mean we wouldn't see Inferno in the expansion?

Arantir is most definitely a must-have character, the best one in DM(Xana came a close second)...hope we will see Arantir in a necromancer campaign or involved with another faction.

As far as the orcs go, they're originated from DM into this one so they pretty much fit the bill. Brown, more adult-oriented look  with Pao-Kai:s and Goblins give the faction a much needed "neutral" outlook. Also according to the Might & Magic history, orcs are a creation of Wizards as shock troops against the demon army. Once the war was over they were not accepted among other people so they turned independent and started rebelling against all races.

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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted April 10, 2007 12:53 PM
Edited by Vlaad at 12:54, 10 Apr 2007.

This was written by King Imp at CH:

Quote:
Administrators in this forum say, that they have been to the Russian game developers conference, which happened from 6th till 8th of April, where they saw presentation for Tribes of the East. According to this presentation, cyclops will be a level 7 creature and will have the ability to eat and throw goblins. Female orc shamans will be able to sacrifice goblins. Also, if you are going to loose a battle, goblins can turn against you and fight at the opponents side.
Late April Fools joke or an interesting feature?

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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted April 11, 2007 07:36 PM

According to various Russian sources and osted by Eternor at CH:

Quote:
Orc creature lineup:
level 1: goblin;
level 2: centaur (with horns);
level 3: orc warrior;
level 4: orc shaman;
level 5: orc warlord;
level 6: pao kai;
level 7: cyclops;

- One of the orc town's special buildings adds bonus to Rage;
- Orcs will be able to cast only adventure spells;
- Renegades will not be Haven's alternative upgrade, for example swordsman can get rid of his shield and wield two-handed sword;

Also:

- In Russian, the new race is called Horde;
- Goblins will desert when there is only one fourth of them left alive in the stack;
- In battle, when an orc warrior stands still or does not attack, his characteristics will start to decrease;
- There will be special buildings - Heaps of Trophies, which will help orcs when they battle

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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted April 11, 2007 07:56 PM
Edited by Vlaad at 20:34, 11 Apr 2007.

In addition, here's a recent Russian announcement (notice the title is different).

EDIT: link
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted April 11, 2007 08:34 PM
Edited by Elvin at 22:42, 11 Apr 2007.

What we know so far...

I thought it best to keep the information concerning the Tribes of the East in one post which I will regularly update. This way there will be little confusion and you won't miss something.

The new faction will be called Horde, I wonder whatever gave them this divine inspiration.

HERO


Unit Lineup

level 1: GOBLIN


Goblins will desert when there is only one fourth of them left alive in the stack.

level 2: CENTAUR


level 3: ORC WARRIOR



level 4: ORC SHAMAN


level 5: ORC WARLORD


level 6: PAO KAI


level 7: CYCLOPS

Speculated to eat and throw goblins!

About the race

*The orcs come from the Plains of Ranaar.
*The unique racial ability of the Orcs will be called Battle Rage. Each creature has an adrenaline bar in battle. The bar fills after each successful or missed hit and the amount of adrenaline in their blood determines how large is the bonus added to hit points, attack, speed.
*One of the orc town's special buildings adds bonus to Rage.
*Orcs will be able to cast only adventure spells.
*In battle, when an orc warrior stands still or does not attack, his characteristics will start to decrease.
*There will be special buildings - Heaps of Trophies, which will help orcs when they battle.
*One of the orc town's unique buildings is a slave market, where you can sell unneeded troops for resources.
*'Without possessing capabilities for magic sciences, protected by weak armors, the army of Orcs, nevertheless, is capable of resisting the strongest magicians of Ashan, and it is extremely dangerous in the attack.' Probably low defense and innate or hero magic resistance.

Other
*This will be the last H5 addon and will have 3 campaigns.
*It will be standalone and thus designed so we can play it without H5 or HoF previously installed - that doesnt mean it will be sold as a full game however.
*Characters from Dark Messiah will make their way into H5, particularly Arantir. Potential appearances: Aratrok, Leanna, Menelag, Phenrig, Xana.
*There will be artifacts combos.
*Alternative upgrades will bring 49 new creatures.
*The alternative for haven will not be the renegades.

Edit: Updated with pics! Hopefully the matching ones^^

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted April 11, 2007 10:11 PM
Edited by Gnoll_Mage at 22:37, 11 Apr 2007.

HERO




Level 1

"Goblin"


Upgrade 1: ???


Upgrade 2: ???
?


Level 2

"Centaur"


Upgrade 1: ???
???

Upgrade 2: ???
???


Level 3

Orc warrior


Upgrade 1: ???
???

Upgrade 2: ???
???


Level 4

Orc shaman (woman!)


Upgrade 1: ???


Upgrade 2: ???
???


Level 5

Orc warlord


Upgrade 1: ???
???

Upgrade 2: ???
???


Level 6

"Pao Kai" ("Paokai"?)


Upgrade 1: ???
???

Upgrade 2: ???
???


Level 7

"Cyclops"
???

Upgrade 1: ???
???

Upgrade 2: ???
???



P.S.:
Tamborine guy is a goblin I think - look at the ears.
Possible suggestion (from watcher83) is that skin colour is brown for basics, and orange/red for the upgrades.




Oh, and...
...
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