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Age of Heroes Headlines:  
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Heroes Community > Heroes 6 - The New Beginning > Thread: ~ Heroes 6 - News and Information topic - Please read rules ~
Thread: ~ Heroes 6 - News and Information topic - Please read rules ~ This thread is 29 pages long: 1 ... 5 6 7 8 9 ... 10 20 29 · «PREV / NEXT»
DIEGIS
DIEGIS


Supreme Hero
power of Zamolxis
posted August 23, 2010 10:45 AM
Edited by DIEGIS at 10:48, 23 Aug 2010.

There is one thing I want to mention for UBI attendance: SAVES and looking at the saves by opponents in multiplayer games.

Its known that in heroes 5, players could "have a look" at a saved game, for beeing aware of what opponent is doing, what skills he has and so on. We all know that this is ruining the game.

Solution: the save file can be protected by a password (see civilization IV) by the player himself. If UBI see this, pls improve multiplayer system game from this point of view

Otherwise all seems promising ...
____________
dacian falx behind you
-knowledge itself is power-
www.cabinet-dentaire-malaunay.fr

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted August 23, 2010 03:39 PM

There is a guy over at Celestial Heavens who played the Gamescom demo and answered a few questions about it.

http://www.celestialheavens.com/forums/viewtopic.php?t=11275&start=30

Most of the stuff we're seeing is indeed only at a proof-of-concept stage, he says.
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted August 23, 2010 06:28 PM
Edited by Cepheus at 00:01, 24 Aug 2010.

More news

- Again, the demo was just an alpha and uses a lot of placeholders ("NOTHING is carved in stone")
- The developers hate DRM as much as we do and are doing their best to detach it from the H6 project
- There's an underground
- More mature atmosphere and no more "Griffin Eternal!" crap
- Much improved camera
- Boss fights every second scenario
- Artifact sets
- Initiative is gone for good
- Tutorial is completely optional
- The town screens are going to be in, but aren't done and are NOT present anywhere in the demo
- Hans Zimmer isn't the composer
- There will be a far, far better map editor than H5's one
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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Red_Flag
Red_Flag


Known Hero
posted August 25, 2010 11:34 AM

Heroes VI page at developer's site, but no new information there except outsourcers info and early version of illustration here.


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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted August 25, 2010 03:53 PM
Edited by alcibiades at 15:57, 25 Aug 2010.

Thorough GamesCom review of Heroes 6 from Gamer.no. Thanx to Elvin for pointing me to this.

Google-translate did most of the translation from Norwedish, I polished a couple of rough edges to make it more clear.

Most of this is not new, but there are a few more details on the workings of the racial skills during combat.

Quote:
Sneak Peek: Heroes of Might & Magic VI

Optimism killed skepticism when we got to see the next Heroes game.

Although it was not announced before we went, we were fairly confident that we would see the turn-based strategy game Heroes of Might & Magic VI during last week's Gamescom. Quite right, when I had our meeting with Ubisoft, we got a half-hour premiere of the strategy game. The first thing I wondered was why they had changed the name of the franchise. Earlier, Heroes came before Might & Magic, and now everything is shuffled about.

- "We have changed the name because the Might & Magic will be an umbrella brand for us, such as the Tom Clancy name. We're going to make many different games under this umbrella", says producer Erwan Le Breton to Gamer.no.

Hungarian developers
Fair enough, but our focus now is solely on the Might & Magic Heroes VI. The game developed by Hungarian Black Hole Entertainment, who previously worked with, among other things, Warhammer: Mark of Chaos. Ubisoft thinks this developer fits like a glove to the project.

- "Working with the Black Hole has proven to be perfect in this game. They had a good practice on Warhammer: Mark of Chaos, it was a challenging brand, as are the fans of the Might & Magic games. We quickly came to an agreement how Heroes VI should be developed", says Le Breton.

So what is this sequel all about? Well, it is a saga of betrayal, family feuds, all set in Ashan, the renowned Might & Magic universe.  The whole thing should be a precursor to Heroes V from 2006.

- "We serve a whole new story, which takes place 400 years before Heroes V. It is a very fresh story, a real family drama that is also a tragedy. In the game there are five brothers and sisters who are all dukes of the Empire. Friction quickly becomes a fact, and they all end up at war with each other. They lead their faction, which is the traditional races in a typical strategy game to figure", says Le Breton.

We saw two of the factions (Haven and Necromancer) in action, both at the overview map and in battle. It was interesting to see how radically different factions will be, so we can expect a variety of gameplay from faction to faction - and the chance to specialize properly.  We will come back to this particular battle a little later, where the uniqueness was highlighted in the greatest degree.

The primary Heroes
Although Heroes V was a solid game, it is generally Heroes III from 1999 enthusiasts are talking about when the very best title in the series to be drawn up. Ubisoft denies, however, that they have felt pressure to just create a new version of this game with Heroes VI.

- "It has not really been any pressure to create a new Heroes III.  We have taken the best from the last three games, just what we think is far more sensible", says co-producer Max von Knorring to Gamer.no.

We found a couple of references to game number three in the series during our short demo. Initiative system from Hero III is one of the things that have returned, that is, turn overview during the battles.  Apart from this, the overview map provides a lovely feeling of sparkling 2D.

- "Yes, We want to give a 2D sense of the overview map, but with 3D tools. And as you say, we also removed the initiative menu from Heroes V and brought back the one from Heroes III.  We think it was more transparent", confirms Van Knorring.

So it must be said that the enthusiasts have had their say at the outset of this project. This applies both to those working in the Black Hole and Ubisoft, as well as the forum users of the prime class.

- "We have received many feedback and tips from our own VIP forum, those who use it has really helped us - and will continue to do so in the future", says van Knorring.

Before he is quick to emphasize:
- "We do not change the Heroes formula, this is still Heroes. Players should be able to hold entirely their own rhythm. There are obviously still objects to find in the environment, the known resources and monsters standing in your way on the map."

Nice and big
Overview maps are all very nice, and we were promised that they will be greater than we had in previous games. Artifacts and treasures on the map should also be completely random each time you play, so that one can not rehearse exactly where you need to go to get certain items.

When it comes to resources, these will be linked to one of your castle or fortress.  Previously, the enemy could steal mines from you on the edge of your realm, but now he must take your castle before proceeding to the richness of the mines. Thus, it requires much more control during occupation.

You can also see how your city grows and evolves on the overview map, so you do not need to enter the city to enjoy your masterpiece in all its glory. There will still be the case that we have "building trees" that determines the order in which you can build what, but we get a bonus as well. It is namely so that one can construct a limited number of special buildings. You will also have the opportunity to specialize your city in various fields. Examples here are cities that have only focused on pulling in as much resources as possible, or recruit certain types of units. The possibilities for specilization are all very good.

We also saw an example of combat, which is turn-based (and chess-inspired) goodies that define the Heroes games.

- "We want each faction to be unique in battle, so we have worked hard to create distinctive units and heroes that differ from each other", says Van Knorring.

Holding back
We learned that Haven faction is more defensive in nature, they have more health and has powerful magic spells that resurrects your own dead. All factions should also have their own super powers, abilities that have four power levels. You must choose at what point on the scale they should be activated, but our producer friend can tell you that level four can turn around any game. The little we saw of the Necromancer was that units were increasing throughout the games, because they suck life energy out of the enemy.

The battlefield is bigger and more varied in Heroes VI, and the terrain will play a more central role. Imagine battlefields with details such as bridges, rivers and waves washing over the land on the coast. Then you have to think and plan differently to circumvent the obstacles and win the battle. We are really looking forward to seeing more.

Right at the end of the presentation, Van Knorring promise us a map editor, boss battles against large units and new systems for role-playing elements and skill system. More information about this will come during the autumn. You can also convert cities to take over the enemy of Heroes VI. Either you can let a Haven city remain just that, or convert the whole thing a Necromancer city if it's your faction. Again, we speak of choice, and the ability to create unique gaming experiences.

Conclusion
Although we had a limited demo, it's hard not to be tempted by Might & Magic Heroes VI. Personally, I have Heroes III as a favorite, but Heroes V was not a bad game. As I see it, the latest version is a combination of these games, and it will be very exciting to see even more of Heroes VI in the future. My hope is that Black Hole and Ubisoft manages to create a decent turn-based drug - that will captivate, entertain and delight.

Heroes of Might & Magic VI comes to PC sometime in 2011.

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted August 25, 2010 06:01 PM
Edited by alcibiades at 20:55, 25 Aug 2010.

So one thing I failed to mention: along with all those images I've been invited to post up a more detailed explanation of the Area of Control feature, straight from the devs. Here it is:

Quote:
How does the Area of Control feature work?

An Area contains one and only one Control Point (it can be either a Town or a Fort).

When the Player captures a Control Point, the Player gets control over certain Mines and Dwellings in the Area, according to the following rules:

1. The Player gets control over all non-neutral Mines and Dwellings in the Area automatically.

2. Other Players’ Heroes can capture Mines or Dwellings in Player’s Area. These capturing Heroes, however, must stay at the entrance of the Building to own it. As soon as the Hero of another Player leaves the controlled building, it will be owned (controlled) by the Player again.

3. If there is an Area owned by a Player with a neutral Mine or Dwelling in it which is guarded by a neutral Army, and the Player kills this army, captures the Building and leaves it, the other Player (who controls the Area) will get control over the Building (he becomes the owner).

4. If an Area is neutral (the Control Point is neutral), captured Mines and Dwellings will not change back to neutral when left. They function like HoMM 1-5 Buildings until the Control Point is captured by any of the Players.

Benefits of controlling an Area

Controlling (owning) an Area has specific benefits:

1. Heroes of the owner spend less movement points when moving in the Area.

2. Some faction unique buildings will have effect in the Town’s Area.

Editor

Case 1: When a Mine or Dwelling is inside an Area without a Control Point, it is functioning like HoMM 1-5 Mines: whoever captures it will own it until another Player captures it. The Error Summary Window inside the Editor will warn the user about this.

Case 2: If there are two or more Control Points in an Area, it will be considered a highest priority error in the Error Summary Window inside the Editor, so the Map cannot be played.

Case 3: When there are no Areas set up on the scenario, the game functions like old HoMM 1-5 games: a Town, Fort, Mine or Dwelling will be owned by whoever captures it until another Player captures it. The Error Summary Window inside the Editor will warn the user about it. Also, it is possible that some parts of the Map contain Areas while other parts have no Areas at all.


Feedback's encouraged and appreciated - the developers are listening. @Alc, maybe it would be worth creating a new thread to keep info on this topic in one place?

I've created a separate sticky thread for discussing the Area Of Control feature. Please make sure to head over to the new thread to leave your oppinion, so that we can collect feedback and send back to developers.
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted August 25, 2010 08:54 PM

On Cepheus' request, I'm making a separate sticky thread for discussing the Area Of Control feature. Please make sure to head over to the new thread to leave your oppinion, so that we can collect feedback and send back to developers.
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red_flag
red_flag


Known Hero
posted August 26, 2010 11:20 PM
Edited by red_flag at 23:21, 26 Aug 2010.

Repost from Heroic Corner:


Area of Control system

New mechanics for creature production (no need for caravans)

Creature dwellings will work as resource production buildings. Basically, when you first capture a creature dwelling you will receive a first batch of creatures that you can integrate straight away to your army. The building will then work as a resource building meaning that it will add creatures to your creature pool every week as a gold mine would add gold to your resources. These creatures will then be hirable via the cities and forts you control.

Town / Fort / Creature dwelling conversion

2D animated town screens
It WILL be in the game

Town unique buildings
2 slots, 4 buildings per town, each with a different ability (economy booster, creature production booster, gives a special ability on the adventure map or the combat maps)
Having several similar unique buildings in different towns improves their efficiency (a bit like the marketplaces).

General principles of the revised RPG system
- Heroes can be male, female, Might, Magic
- Heroes have faction and class specific abilities
- Heroes gain skill points when they level up, that they can spend consciously on “general” abilities organized in skill categories – they have total control over their development – no more “probability-based” limited skill choices offered to the player
- Heroes can unlock advanced classes that will change their appearance and grant them an ultimate ability

More variety in the combat arenas
- Specific topography (various sizes and shapes for the battle arenas)
- Dynamic topography (seashore battle with the tide flooding the arena turn by turn)
- Different combat objectives (hold your ground for X turns, defend this sacred shrine at the center of the arena, kill a specific enemy stack, etc.)
- Boss fights!

Initiative system
Back to H3 mechanics but with a H5-like INI bar interface.

Fixed camera angle
On the adventure map, to avoid rotating the camera to locate hidden items.
Easier to manage for players and map designers, feels like 2D navigation but with the benefit of 3D coolness

No secondary / alternative upgrades

The Artifact Sets
Nothing special – you collect them all and you get a bonus.

The different tilesets
Jungle, Plains (Summer AND Autumn), Lava, Wasteland (Necropolis), Underground

Campaign structure
5 campaigns of 4 maps, 1 per faction, playable in any order, with an optional tutorial map and a mandatory prologue map.

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EvilP
EvilP


Promising
Known Hero
posted August 28, 2010 04:54 AM
Edited by EvilP at 05:45, 28 Aug 2010.

Will any hint about factions from this shot? This shot from Heroes Kingdoms Trailer.
http://www.gamespot.com/pc/rpg/heroesofmightandmagiconline/video/6274625

Primal subsidiary race of element dragons .
Angels of Light, Faceless of Dark,  Dwarves of Fire, Nagas of Water, Elves of Earth, Humans of Air.

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hahakocka
hahakocka


Known Hero
posted August 28, 2010 06:21 PM
Edited by alcibiades at 20:32, 28 Aug 2010.

Interview

http://www.youtube.com/watch?v=4VKlITEDOV8
New video interview (Gametrust) with the producer of MM: Heroes 6.

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Dexter
Dexter


Known Hero
posted August 28, 2010 10:29 PM

And here we go with another interview with Erwan, this time focusing a tiny bit more on the story and it's connection to the Might and Magic universe.

Enjoy

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serptico
serptico


Adventuring Hero
posted August 29, 2010 03:38 PM
Edited by serptico at 15:46, 29 Aug 2010.

Quote:

Actually talking about spells and school of magic in H6, will be very redundant at the moment. For example, how the "no more random" skill choice effect character's magic skill of choice? Is a faction hero will be limited to learn certain school of magic? like human limited to: light and destructive while necro will be limited to dark and summon? or will they actually able to choose any school of magic but different limit in their mastery level depending on the faction? like human will be able to learn light magic at expert level while learn dark magic limited to advance level? even in more deep argument, will might and magic hero differ in the mastery? like Might hero only able to learn magic school at advance level while magic hero can learn at expert level? also, how many level of mastery it is?


Actually, there is a skill tree, whenever you have a skill tree it means that once you go down a path there will be skills that you won't be able to use and others will open up.

Source interview: http://www.youtube.com/watch?v=4VKlITEDOV8

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Tomofob
Tomofob


Hired Hero
posted August 29, 2010 04:50 PM
Edited by alcibiades at 18:13, 29 Aug 2010.

How do you like that?

[url]http://www.4players.de/4players.php/tvplayer/4PlayersTV/Alle/24123/59948/Might_&_Magic_Heroes_VI/Spielszenen_Kampf.html[/url]
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Tomofob
Tomofob


Hired Hero
posted August 29, 2010 04:52 PM
Edited by alcibiades at 18:14, 29 Aug 2010.

Something else...

[url]http://www.4players.de/4players.php/tvplayer/4PlayersTV/Alle/24123/59943/Might_&_Magic_Heroes_VI/Spielszenen_Kampf.html[/url]
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torin856
torin856


Hired Hero
posted August 29, 2010 05:01 PM

At last!

Combat video: [url]http://www.youtube.com/watch?v=8RL7YqcpDm4[/url]
Adventure video: [url]http://www.youtube.com/watch?v=VIyZrezALN0[/url]

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted August 29, 2010 06:08 PM

Transferring this information from the news discussion thread:

Quote:
Kilop in CH translated some more from Archangel's castle. There should be a number that you did not know.

- 40 to 60 hours of campaign gameplay
- hotkeys available for combat / adventure
- no heroes on the battlefield (like in H3)
- advanced classes
- area of effect for ranged units
- arena up to 50% bigger
- only one role for each creature : support, dps, tank, rusher
- archers can go in the main tower
- offensive and defensive position (formations?)
- capacities to shield from range (probably refers to line of sight)
- no caravans (not needed anymore)
- neutral blue phoenixes (cause they are linked to the moon)
- a special ability for each faction, will charge during combat with 4 levels
- no more trolls, lutinsleprechauns, gremlins, there SHOULD be dragons
- haven is tanky weak offense and lots of heals, racial: guardian angel , gives might/magic immunity to a stack
- necro : weak offense and defense , no moral debuff and long fights, dots, racial: necromancy (resurrection)
- inferno : strong offense, strong defense, low morale, racial: gating


Please use this thread for continued news discussion until next major news batch arrives.
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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted August 29, 2010 06:35 PM
Edited by Cepheus at 20:28, 29 Aug 2010.

Ok, I suppose I have some new information: I confirm that I am in the VIP forum. Sorry for deceiving you guys but I didn't have the go ahead to reveal it until very recently. Besides, I didn't actually deny it even once (there is no Cepheus registered at Ubi's forums, but that doesn't mean I'm not), and it's not like I haven't been depositing a couple of hints since March.

Rest assured that Elvin and I have been constantly summarising and representing all your opinions in there for Age of Heroes and HC - complainers and approvers alike - and will continue doing so even after the game is released. There are other members from HC in there with us too, but it's totally up to them if they want to let you know who they are.

I should mention that, just like everyone else, we're also completely in the dark regarding the question of which two factions have yet to be unveiled.
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"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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baklajan
baklajan


Adventuring Hero
posted August 29, 2010 11:44 PM bonus applied by alcibiades on 30 Aug 2010.
Edited by baklajan at 00:08, 30 Aug 2010.

Quote:
Actually, as Danny said the only time Faeries weren't in the elven lineup was in H3, and while you consider them far-fetched I consider them far-fetched, I don't consider a white horse with a horn on the front to be much better.

To me, sprites seem just too harmless to be serious troops... like leprechauns in H4.

Quote:
Right, a big bird made of fire living in the middle of a forest...there's something about that I can't quite put my finger on...

Phoenix became a 'bird made of fire' only in H3. BTW no myth states that a phoenix is made of fire. It may be born of fire and resurrect itself in a fire, but picturing it as a creature of fire was a rather dubious decision by New World Computing, obviously to establish its link to the elemental forces in Armageddon's Blade. In H2 phoenix had shimmering plumage (mind its fleshy, bird-like legs) and in H1 it was just a huge bird able to breath fire. The current H6 Phoenix seems to demonstrate no connection to fire at all.

Quote:
Firstly, Titans are the #3 iconic creature in the wizard lineup, with 4 appearances as compared to the Genie's 3, and replacing them with Cyclopses doesn't work because the Cyclopses are hanging around with the orcs.

In H5, they look really weird and out of place since Wizards switched their theme to an eastern one. Ten-storey-tall almost naked dark-skinned humans with supernatural powers and an unknown background roaming the desert after descending from the sky. As for the cyclops, the proper Ashan cyclops can be seen in Dark Messiah. The creature labeled cyclops in TotE, as revealed in interviews with Nival, was invented after much brainstorming because nobody could come up with a better idea. To me, the TotE cyclops looks like just a mutated devil. The whole orc faction was made by Nival from various little scraps that were left out from the original game. Then they duplicated the orc creature three times (shaman, warrior and chieftain) to fill in the gaps... So, a proper cyclops could do the work of a titan and fit into the middle eastern theme a bit better. Or could they provide some proper lore on the Titans and somehow accent their involvement with the wizards?

Quote:
Roc maybe, but not the Minotaur, that guy definitely belongs in the Dungeon where he's always been.

Ashan lore says that Minotaurs were created by the Wizards of the Silver Cities as slave warriors after the orcs turned on their former masters and were forced into exile. Minotaurs fled north and joined the Dark Elves only a few centuries later, and it is not known if it was a group of refugees or the entire race.

Quote:
Hmm, barbarian, wizard, those two don't exactly work well together do they?

Centaurs were created by the Wizards, as well as Minotaurs and Harpies. Quoting the M&M wiki, 'As a replacement for the orcs, the Wizards eventually (in 512 YSD) created several beast-people species, including minotaurs, centaurs and harpies.'

Quote:
Genie as a core, wtf, they're an elite, they can't be anything else. You want a core support, use a Novice, it's high time those students got some publicity. And no, Hydra doesn't work in Academy either, they're the #3 iconic for dungeon (been in every one except H3).

Necropolis .pdf says genies take roughly play the same role in the wizards' ranks that wraiths do in the army of the dead. This may or may not mean they belong to the same tier. Wraiths are core, it's a known fact. I won't be surprised if griffins are core, honestly expecting a lot of fluctuation in the creatures' stats within a single tier. I can imagine a griffin having 70 HPs and a marksman having 30 HPs, both of them being core, just balanced with different weekly growth rates.

Quote:
And no, Hydra doesn't work in Academy either, they're the #3 iconic for dungeon (been in every one except H3).

Do you realize that Dungeon has never been the same since H2? In H1 and H2, hydras belonged to ill-tempered and chaotic mages whom other wizards called warlocks for their inclination towards violent and destructive ways. In H3, Hydras were allied with a neutral swamp-dwelling faction. In H4, Hydras were top tier units in a faction comprising various riff-raff, though it's the closest thing to the original H2 warlock in comparison to other H games. And finally, in H5 hydras, at a crazy whim of Nival, were tucked miles deep underground, although the very name of Hydra suggests its connection to damp and watery places. So, if the wizards of Al-Safir live in the jungle and play a part in H6, hydras, as a powerful specimen of the local jungle wildlife, would look better than titans or cyclopes. Imagine you're 100 ft tall titan and you walk in the forest... leaving trails of fallen trees behind you... ending up with bruised legs. Makes as much a sense as a bird of fire living in a forest... Of course hydras make no sense if the wizards are portrayed as desert dwellers once again. Mage cities fall into different climatic zones at at least one of them is in the jungle.

Quote:
An excellent unit, in my opinion, for Sylvan, is a Stag Rider. I would say as a Tier Four.

Not much better than bear cavalry for the Dwarves. That's corny to say the least. Also, H6 only has three creature tiers. I believe, in H3 terms, 4th level translates as either upper core or lower elite in H6.

To tell you the truth, Dwarves from Hammers of Fate and Orcs from Tribes of the East were also heavily influenced by the fans' feedback, and those were largely Russian-speaking people at the Nival forums. I'm a Russian myself and saw people craving for dwarves and orcs with my own eyes when Nival started their forum polls and fan competitions to choose and design the race that would be featured in the upcoming expansion. Silly things like bear cavalry and sexy orcish girls find their roots in the silly hearts of those people. That 'dwarves on bears' thing was too much for me.

Every storyline and creature invention that was in HoF and TotE should be looked upon at least ironically. Nival unleashed their sick fantasy in search of easy money. You would have gotten a race of garden gnomes or worm-people next to orcs in a third expansion if Ubi hadn't put an end to this untold goosef*ckery. I'm so happy it's Black Hole who are now in charge of Heroes development.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 30, 2010 10:48 AM
Edited by Elvin at 10:51, 30 Aug 2010.

Hmm there is no mention of thanes being dwarves in the ingame descripion but seriously they never bothered to explain their origins..?

And just so we are clear on the videos music and interface are placeholders. Also it is in pre-alpha state.
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Map also hosted on Moddb

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted August 30, 2010 11:00 AM

I was referring to the Titan description:

Quote:
Colossi are the most powerful creatures that can be built or summoned by the Wizards. They are created using the same basic method as golems, but on a much larger scale. Each Colossus also hosts a figment of the soul of his creator. This unwavering will makes them immune to mind-controlling magic, assuring the Wizards of their unquestionable loyalty. Not fond of weapons, Colossi deal heavy blows to their opponents using their massive hands and close combat feats.


Thus, what you see here, is some sort of creating a trend, namely that Academy consist mainly of animated/summoned/bound creatures, such as Gargoyles, Golems and Colossi (animated), and Djinn and Rakshasa (summoned and bound).

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