Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heroes 5 TotE: Demo is out - discuss impressions and features here
Thread: Heroes 5 TotE: Demo is out - discuss impressions and features here This thread is 16 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 · «PREV / NEXT»
sfidanza
sfidanza


Promising
Supreme Hero
posted October 02, 2007 03:20 PM
Edited by sfidanza at 15:21, 02 Oct 2007.

Quote:
I was just wondering.

No problem. I don't mind someone asking nicely when things are coming.

AoH Update: here are the Heroes from the demo. Stronghold, Haven and Inferno have campaign heroes (but not necessarily all of them). Other factions only have their 8 standard heroes for now:
http://www.heroesofmightandmagic.com/heroes5/toe_stronghold_heroes.shtml
http://www.heroesofmightandmagic.com/heroes5/toe_haven_heroes.shtml
http://www.heroesofmightandmagic.com/heroes5/toe_inferno_heroes.shtml

http://www.heroesofmightandmagic.com/heroes5/toe_academy_heroes.shtml
http://www.heroesofmightandmagic.com/heroes5/toe_dungeon_heroes.shtml
http://www.heroesofmightandmagic.com/heroes5/toe_necro_heroes.shtml
http://www.heroesofmightandmagic.com/heroes5/toe_sylvan_heroes.shtml
http://www.heroesofmightandmagic.com/heroes5/toe_fortress_heroes.shtml

http://www.heroesofmightandmagic.com/heroes5/toe_hero_special_abilities.shtml

The first line in the hero selector is always the 8 standard heroes.
I updated the HoF/ToE page toggle to something a little more graphic, and you can now go back and forth, as I've updated the classic pages as well to include it (and fixed the "Campaign Hero" bug in the process). That applies to creatures, spells and buildings pages as well.

For those of you discovering the alternate upgrades icons of other factions, note that their visual was known already, since Ubi released their stats and screenshots. The icons are completely in line with their appearance so far:
http://www.heroesofmightandmagic.com/heroes5/academy_alternate_upgrades.shtml

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted October 02, 2007 03:55 PM

Quote:
^

What? M moved youe hero! How do you move him now?


Space bar.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted October 02, 2007 03:59 PM

Does anyone have a grasp of the shatter magic skills?  I was disappointed that expert shatter light only affected spell levels 1-3.  I guess the sub abilites are more general in their effect but I was looking forward to trimming down people's resurrection power.  Oh well, at least raise dead is affected

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 02, 2007 04:10 PM

4 and 5 are still affected but they go down by 1 mastery lvl so at worst advanced. That's pretty good considering a 50% power reduction + the ability for 25% reduction + might over magic. I mean how much more to decrease it?
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted October 02, 2007 04:18 PM

Quote:
4 and 5 are still affected but they go down by 1 mastery lvl so at worst advanced.


The description reads "all light magic spells from 1-3 circle are decreased by one level of mastery.  But yes I hadn't noticed the 25% reduction.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 02, 2007 04:38 PM

I had checked Aurelain's skillwheel and that is mentioned in the last line.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
barni1980
barni1980

Tavern Dweller
posted October 02, 2007 04:51 PM

If the goblin is positioned next to the cyclops(goblin thrower ability) but the cyclops can reach another enemy unit how can i switch from range to melee combat?Because the range damage is only half of the normal one(wich button must i press actually?)Thanx for reply
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted October 02, 2007 04:55 PM

press ctrl + click.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
WarLore
WarLore


Famous Hero
servant of urgash
posted October 02, 2007 06:17 PM

wich one is better? untamed or bloodeye cyclops? for me bloodeye,untamed cyclops wall attack is too low.
____________
A Nightmare from below.A hero from Within

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
emilsn
emilsn


Legendary Hero
posted October 02, 2007 06:19 PM

A little new thing i noticed in Agrael map, I had a week of war dancer - And its now called: Blade dancer, war dancer, wind dancer

And now to my review of Inferno creatures:

Familiar vs Vermin: I must say im more of a Familiar man then a vermin, since vermin dont give enough mana to you. Vermin is more of an offensive creature , but I think familiar are better

Horned demon vs Horned grunt: what we have lived with for more then a year was a slow, sturdy and low damaging creature is now in the choice for a rather fast, with less defense and with a great ability. These new guys are really good! Leap is very useful for many things, most of all to take out Ranged, casters or low lvl creatures. These are easier to kill but way more useful. Ill go with Grunt

Cerberus vs Firehound: A firebreathing hound, nice. With lower dmg and a great ability these are pretty good. If you can get a good att. where you hit things behind those you plan to kill, these are awesome. But else they not that great, but in long battles the new one might be better.

Succubus Mistress vs Succubus Seducer: No chain shot,less ini. and a new ability. The old guys were nice with chain shot, but they cant seduce, so how good are this seduce. I guess its good that the creature is 4 times as strong as the seducer, but it is easy to remove, so you would maybe only get to use it for 1 turn. So, against demons, and non light users - go for seducer, but else take the mistress.

Nightmare vs Hell stallion: Hmm? dmg pr stallion is 10, so if you have 50, it can do 500dmg. Hmm pretty useful in late game then but else way take the Nightmare.

Pit lord vs Pit spawn: not a caster but a killing machine, but! Blade of slaugter is +2 dmg pr creature in target stack. So if you are against 400 imps they will die, fast. and they are faster. but no vorpal. I guess they are equal but maybe a Pit spawn in late game could do wonders.

Sorry, havn't really tried the demon guys . But Inferno creatures seem pretty balanced
____________
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.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
emilsn
emilsn


Legendary Hero
posted October 02, 2007 06:20 PM

Quote:
wich one is better? untamed or bloodeye cyclops? for me bloodeye,untamed cyclops wall attack is too low.


I must say that the untamed is a killer, against! EVERYTHING I lost 300 Goblins and 200 Warrior ! . Annoying griffin attack me .. and they wiped the griffins AND!! My army.. Ill stay with Bloodeye until maybe a real nasty Siege ..
____________
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.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
WarLore
WarLore


Famous Hero
servant of urgash
posted October 02, 2007 06:26 PM

but against fast attacers,such haven,they can do massive damage only attack against untamed cyclops.thats wy i dont like then otherwise,they are good
____________
A Nightmare from below.A hero from Within

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
SBlister
SBlister


Famous Hero
Rakshasa Commander
posted October 02, 2007 06:30 PM

Quote:
Phew, the creatures' pics look TOO ugly. I strongly doubt that these are the ones that will be included in the game


I agree with you. Some of them are downright hideous. Here are some that gotta go:
1. The White Unicorn. Bring back the old angle and make the damn thing white.
2. Actually, bring back all the old angles and just tweak the pictures. I hope as you said, they will change these icons.
3. The battlerager is by the far the most hideous thing in this lineup.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
barni1980
barni1980

Tavern Dweller
posted October 02, 2007 06:42 PM

Quote:
Quote:
wich one is better? untamed or bloodeye cyclops? for me bloodeye,untamed cyclops wall attack is too low.


I must say that the untamed is a killer, against! EVERYTHING I lost 300 Goblins and 200 Warrior ! . Annoying griffin attack me .. and they wiped the griffins AND!! My army.. Ill stay with Bloodeye until maybe a real nasty Siege ..
I picked the untamed one because crushing blow is one of the best skills in the game.The only thing you have to watch is ,that the untamed monster shouldnt be positioned next to your other creatures(otherwise.......)
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Beowolf
Beowolf


Adventuring Hero
posted October 02, 2007 06:47 PM
Edited by Beowolf at 18:49, 02 Oct 2007.

Quote:

Familiar vs Vermin: I must say im more of a Familiar man then a vermin, since vermin dont give enough mana to you. Vermin is more of an offensive creature , but I think familiar are better



Cant agree about that. For me vermin is better for several reasons: first, they are faster; second: they suck twice more mana from enemy hero than the familiars; third: they have higher damage potential; and finally fourth: siphon mana can be repeated ad infinitum until there is no mana to suck... Vermin's only weakness is that it cant gate and drain mana in the same turn and it doesn't give mana it steals to the hero. Bring like 200-300 in the final battle and they will drain low knowledge heroes in one turn.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
emilsn
emilsn


Legendary Hero
posted October 02, 2007 06:58 PM

Quote:
Quote:

Familiar vs Vermin: I must say im more of a Familiar man then a vermin, since vermin dont give enough mana to you. Vermin is more of an offensive creature , but I think familiar are better



Cant agree about that. For me vermin is better for several reasons: first, they are faster; second: they suck twice more mana from enemy hero than the familiars; third: they have higher damage potential; and finally fourth: siphon mana can be repeated ad infinitum until there is no mana to suck... Vermin's only weakness is that it cant gate and drain mana in the same turn and it doesn't give mana it steals to the hero. Bring like 200-300 in the final battle and they will drain low knowledge heroes in one turn.


This creature can steal mana from enemy heroes and give it to friendly creatures (activated ability).
0.5 Mana is drained per creature in the stack. The mana is distributed equally among friendly casters.

Thats the ability description: So it can steal alot, yes and many turns yes. But! First of all, im unsure if Hero get any. And Well, only 0.5 mana x 200 = 100 mana given to either Pit lords,(and if Hero is in the whole thing too its 5o to each) which would ofcourse keep Pit lords going, but inferno has no other! .. So I Familiar is great because instead of taking mana each turn you can use it for att. which you cant with your Vermin because its stealing mana, and its no use for offense. then
____________
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.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Beowolf
Beowolf


Adventuring Hero
posted October 02, 2007 07:09 PM

Quote:
Quote:
Quote:

Familiar vs Vermin: I must say im more of a Familiar man then a vermin, since vermin dont give enough mana to you. Vermin is more of an offensive creature , but I think familiar are better



Cant agree about that. For me vermin is better for several reasons: first, they are faster; second: they suck twice more mana from enemy hero than the familiars; third: they have higher damage potential; and finally fourth: siphon mana can be repeated ad infinitum until there is no mana to suck... Vermin's only weakness is that it cant gate and drain mana in the same turn and it doesn't give mana it steals to the hero. Bring like 200-300 in the final battle and they will drain low knowledge heroes in one turn.


This creature can steal mana from enemy heroes and give it to friendly creatures (activated ability).
0.5 Mana is drained per creature in the stack. The mana is distributed equally among friendly casters.

Thats the ability description: So it can steal alot, yes and many turns yes. But! First of all, im unsure if Hero get any. And Well, only 0.5 mana x 200 = 100 mana given to either Pit lords,(and if Hero is in the whole thing too its 5o to each) which would ofcourse keep Pit lords going, but inferno has no other! .. So I Familiar is great because instead of taking mana each turn you can use it for att. which you cant with your Vermin because its stealing mana, and its no use for offense. then


My point is that on their first turn vermins will leave most of enemy heroes w/o mana. No hostile spells - easier fight... After the first turn they can gate and still make great attacking creature Apart from that, vermin's speed and higher max damage helps more in creeping. I have nothing against familiars, but if things stay the way they are in demo, vermin will be my pick.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 02, 2007 07:38 PM

You are wrong, vermin drain half of the mana the familiar would. Try it and report back if you want.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Golemcrafter
Golemcrafter


Promising
Famous Hero
Unlimited Fantasy Master
posted October 02, 2007 07:55 PM
Edited by Golemcrafter at 19:56, 02 Oct 2007.

Hi there fans!

Yes finished the demo version two days ago and it is extremely good what I've seen. To tell the truth, my favourite fraction was always the Stronghold, mostly because of cyclopses (HOMM II, III and IV...ahh those good old days...)

The appearance of the creatures are perfect, for me the three best creatures are the Goblin Witch-Doctor, the Foul Wyvern and the Bloodeyed Cyclops. The little goblins are really funny, they deal as ammos for cyclopses, they run away cowardly when they are beeing attacked, they can be sacraficed and swalloved and they change sides when they are in a low number. (I've laughed a lot when in the final scene that Goblin Trapper talked to Gotai. He has spooken like Gollum in LotR) Actually I can understand thease "special" abilities because at the end of the mission I had 1200(!) Goblins, after just 2 months. The only creature I miss is the Ogre Magi. Let them rise again!

Many of the souds were changed, too. That is an other good idea. I can offer you two examples: if you fight against f.e.: Inquisitors, you can hear a new sound as he makes a ranged attack. Or when you go on the map near to a pack of creatures, you can hear new voices and sounds again. So, that's a really good change anyway.

Ther is only one tiny thing I'm not happy with. And thease are the musics and themes. Okay, there are sometimes good moments but I've got problems with the overall constuction of instrumental sounds. But perhaps I've got too sharp ears so don't blame me!

Raging Blood and Warcry. Thease two skills are perfectly fits the orc hordes. All the orc "spells" (warcries) increases the the thirst of blood by the orcs, which makes them more brutal and powerful. Reaching several levels of Blood Rage is quite well but maybe the requirements are after the second level a bit high (you have to gain 1000 "blood-points" for the third level). So I would rather like to see such an ultimate skill, that decreases the costs of reaching thease blood-levels.

At least I would like to tell you, which upgrades I've choosen.

1. Goblin Witch-Doctor (useful ability thar Defile Magic although it has it's own danger --> bachfire (again poor Goblins))
2. Centaur Marauder (more HP. more Defense, more Speed, no meele penalty)
3. Mauler (high Initiative and Attack, thease important for me)
4. Earth Daughter (lot of abilities, some of the are quite good f.e.: Hexing Attack)
5. Executioner (Bravery and Cleave, speaks for itself)
6. Foul Wyvern (actually I would rather choose the Paokai, but I like this one better)
7. Bloodeyed Cyclops (the many sided Evil Eye and for restoring it's health the Swallow Goblin. -3 luck is quite strong, isn't it?)

I wish you a good time with the demo!

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Nirual
Nirual


Famous Hero
Imbued Ballista
posted October 02, 2007 07:55 PM

yes, but they can drain on every turn. Actually, against low knowledge heroes, Familiars are way better. They don't have to use their turn and can gate immediately afterwards. Vermins are good against heroes with a lot of mana, although you'd better have Pitlords to use the siphoned mana ^^
____________
In ur base killing ur doods... and raising them as undeads.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 16 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 · «PREV / NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0712 seconds