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Heroes Community > Heroes 7+ Altar of Wishes > Thread: [H6 official FAQ 19.11.10] ~ Dissection thread
Thread: [H6 official FAQ 19.11.10] ~ Dissection thread This thread is 2 pages long: 1 2 · NEXT»
MrDragon
MrDragon


Supreme Hero
Eats people with Ketchup
posted November 19, 2010 01:54 PM
Edited by alcibiades at 19:39, 19 Nov 2010.

[H6 official FAQ 19.11.10] ~ Dissection thread

As posted in the FAQ thread but with numbers for clarity of discussion.
When referring to a question, just refer to it's number.

Quote:

1- When can we expect news on the two unknown factions?

It should come very soon. I think you could expect an update in December.

2- Could you reveal some units from the announced factions? Any pictures would also be appreciated.

Indeed, they are now being presented on our Facebook page www.facebook.com/MightandMagic. The last ones will be presented in the coming weeks.

3- We know there will be 7 magic schools, the 6 elemental schools (including light and darkness) plus primordial. Anything you could share on them, like new twists or descriptions to an idea of what to expect?

Not yet. :> But it’ll come soon™

4- While at that, how many will be accessible to each faction? Some will of course favour specifics schools but will the other ones be available and/or effective?

All schools will be accessible. Each faction will favor a specific Magic school among the others.

5- There have been mentions of hero customization. We still get "tavern heroes" with their unique bios, skills and specialties, right?

Yes. Customization is in multiplayer, for your starting Hero. You can still choose other heroes and recruit them in town. In solo mode, the customization is limited.

6- Will the creature lineups of H6 remain mostly race-based (like in H5) or will they be based around a common theme (like in H1-4)?

Heroes VI is more balanced about this. You’ll get a bit of both; some race-based creatures and some about the theme.

7- Will any of the classic units not assigned to factions return as neutrals?

About neutral creatures, you’ll see new ones and old faces. For example, the phoenix you might have already seen on the dev T-shirts.

8- What can we expect from the advanced classes? Will they work like in H4?

Not really, it is different from Heroes IV. We’ll soon go in more detail about this. What we can say so far is that each advanced class have 2 unique abilities, including one ultimate.

9- How will hero movement be affected on the adventure map?

You’ll have skills and artifacts linked to movement. Creatures in your army won’t affect your movement. Terrain will also have an effect.

10- How will spells be learned in Heroes VI? Are Mage Guilds returning? If not, will the skill tree be used instead?

Heroes VI will have a new skill system we’ll talk about soon™ (see question 3 for reference )

11- What type of race-unique buildings can we expect in Heroes VI?

You’ll be able to build 2 out of a choice of 4. Buildings are linked to faction strategy.

Here are exclusive examples of unique buildings:

- For Haven: the Statue of Revelation which removes fog of war in a targeted area, once a week.

- For Necropolis: the Altar of Eternal Servitude, which gathers the remains of the player’s Necropolis Creatures that fell in combat, so they can be recruited again (for a price).


12- What is the estimated planned map total (campaigns, single scenarios and multiplayer maps inclusive) for the initial release of Heroes VI?

We have 24 campaigns and 10 multiplayer maps.

13- If many of the mines and creature dwellings are being retired for Heroes VI, what will take their place? How will the adventure map be kept interesting and fresh?

You still have treasures, artifacts and places to visits. Also, re-centering the game on areas of control and strategy will make the adventure map appealing.

14- Will mixed neutrals ala Tribes of the East be returning? Pretty please

Yes.

15- Can you elaborate on the Reputation system which was mentioned? How does it work? How will it affect gameplay? What actions determine your reputation? What are the benefits of having one type of reputation or the other?

We’ll develop on this later on

16- Are the beloved dialogue and text boxes from Heroes I-IV returning in Heroes VI? Will the campaigns contain a lot of juicy narrative as in H3 and H4, or just cutscenes like in H5?

In the campaign mode, you’ll have some cut scenes, dialogue boxes. You won’t have big texts like in H IV, but for curious players, there’ll be plenty of very detailed text to read in the bios of heroes, creatures, cities, etc.
Also map makers will be able to put all the boxes they want in their maps.

17- According to the timeline, necromancy was only discovered in 461 YSD and the rise of the Necromancers took place almost 50 years after H6, in 610. How is it possible the Necromancers are such a strong force at this point in time?

At the time of Heroes VI, Necromancers are just a group of wizards, not a full Nation. They are part of the 7 cities. But their cult is 100 years old. Heroes VI is the turning point where Necromancers come to the foreground.

18- Will it be possible to create custom dynamic battles in the map editor?

We’ll communicate on the map editor details later.

19- The press release claimed "Might & Magic Heroes VI will include all the characters and features that have made this brand a worldwide success". Is it possible that any classic heroes from the Might and Magic franchise will return in some form for Heroes VI?

This is a request that has been strongly expressed by the VIP fans. As you know, 2011 will be the 25th anniversary of M&M, so surprises are to be expected.

20- We are worried that the storyline will ultimately just rehash the Everyone VS Demons plot yet again. Will the Demons be the main antagonists of Heroes VI?

Yes, there is a Demon invasion in Heroes VI.
No, it is not the most important plot element in the storyline.
Even though most factions have the Demon invasion in mind, the political face of Ashan is evolving way beyond this threat.



1: We knew this by now, but it's nice to have a fresh confirmation on it.

2: We've noticed this, not much to say here.

3: Ah Blizzard's "soon™" so "when it's ready".

4: Great, each faction can access all schools but have preference for certain ones, exactly the answer I wanted to hear.
Faction identity but also tactical diversity.

5: This does seem to lend itself more towards the development of a "Super Hero" though I think only in feeling.
It's sort of what I was expecting, because the children in the campaign seem pretty set in stone.
I hope we can generate additional heroes for the tavern to randomly feature when playing offline.

6: YES, I'm fine with a few (1 or 2) same humanoids but striking a balance should have everybody happy.
Very much approve!

7: I think we'll get some more neutrals then the usual 4 elementals and possibly a big thing (Phoenix), I heard there was another shirt with another neutral on it that wasn't an elemental.
More creatures (as long as they are diverse) is always good.

8: Ok, 2 unique abilities per advanced class, plus an ultimate.
If there are 3 advanced classes per basic class: 60 abilities and 30 ultimates.
If there are 2 advanced classes per basic class: 40 abilities and 20 ultimates.
Sounds like a pretty sweet plan, really ought to make your options diverse.

9: As in HV, nothing wrong with that in my opinion.

10: Again soon™, but I guess that implies that they aren't learned like normal skills.

11: Ok, this sounds pretty damn sweet!
So 4 buildings per faction and you can only have two, giving us a little bit of forced choice is good, it means there's room to vary it up.
Hope they include a way to destroy buildings (other then conversion) should you want to switch tactics.

Haven's example gives us a lovely scouting mechanic that sounds like it's used actively, simple yet innovating!

Necro's example sounds like a good system, developed with balance in mind, for preserving Necro's unique army sustaining flavour.

12: Now this is interesting, I thought they said 4 maps per campaign, leading us up to 20, include the two(?) prologue missions, = 22.
Maybe there's a "finale" bit to the story occupying one or two last map slots.

10 Multiplayer maps is a bit scarce, let's hope the mapping community rises to the challenge.

13: I have the feeling they're holding some neat things back here, but at least they're showing they understand the issue, hard to predict anything here, we'll have to see.

14: Great! better balance and diversity whilst creeping is a thing we'd like to keep I think.

15: Is that another "soon™"? or is it a "we haven't really made this yet, not entirely sure our selves."?
No idea, wondering what sort of gameplay mechanic it is.

16: Customization options for mappers are always good, mix of cutscenes and dialog boxes also sounds good if used cleverly.

17: Well yeah, I mean Necromancer's didn't just suddenly drop out of thin air.

18: I'd be surprised if this wasn't the case, but we'll see what they have to say when they release some detailed map editor information.

19: This has me hopeful, great that they are keeping in mind M&M is a long running and special franchise.
Sounds like they'll include a few nice "birthday presents".

20: Good, a little cliche is ok, but more dynamic relations between the factions is what I want.
An Angelic antagonist already shows, a lot could happen to break us away from the basic formula plot.


LET THE DISCUSSION COMMENCE!

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Nelgirith
Nelgirith


Promising
Supreme Hero
posted November 19, 2010 02:33 PM

Very interesting !

I'm a bit worried about #11 though. I know it's only 2 examples, but I find the necromancer unique building rather "VERY impressive" while the Haven one is "ok, but ..."

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 19, 2010 02:36 PM

5. I hated it how certain heroes sucked when playing random. At least you can alternate your skill approaches/portraits/traits so there will be variety.

7. I've seen most, they look amazing. Especially the elementals.

8. Including, not plus. Unless I am mistaken they get an advanced class and an ultimate.

12. Maybe that is why they plan to release the editor before the game is out.

15. "not entirely sure our selves?" Just lol

19. We just might see some goodies


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Map also hosted on Moddb

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Danny
Danny


Famous Hero
posted November 19, 2010 02:39 PM

The unique buildings thing looks promising, it should give some new strategic elements.

And good to hear the story won't be all about demons this time around.

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MrDragon
MrDragon


Supreme Hero
Eats people with Ketchup
posted November 19, 2010 02:59 PM

Ah thanks Elvin, MORE SPECIMENS!

Quote:
5. I hated it how certain heroes sucked when playing random. At least you can alternate your skill approaches/portraits/traits so there will be variety.

That does bring into question: How does Random work in this system? will it just be a random normal hero, or your starting hero has his/her attributes/class/starting skills/starting creatures randomized?

Quote:

7. I've seen most, they look amazing. Especially the elementals.

Nothing conclusive here, but it does sound like significant number.
I think they might drop a few neutrals in the coming weeks when we run out of faction ones.

Quote:

8. Including, not plus. Unless I am mistaken they get an advanced class and an ultimate.

Probably more sensible, so say, Basic Class Skill + Advanced Class Skill + Ultimate Skill (faction based? class based? who knows!)

Quote:

12. Maybe that is why they plan to release the editor before the game is out.

It helped Starcraft II get off to a flying start.
GIMME EDITOR, NAOW!

Quote:

15. "not entirely sure our selves?" Just lol

I don't think it's the case, but that's how it sounds to me.

Quote:

19. We just might see some goodies

Mysterious goodies!
I want a firetruck Santa!
In all seriousness: I think there'll be some nostalgic HoMM stuff.

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DarkLord
DarkLord


Supreme Hero
Fear me..
posted November 19, 2010 03:01 PM

it's good to hear that we are finally getting "amazing" looking Elementals!!!! was tired of all the "ugly" ones we had in all the previous HoMM...

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted November 19, 2010 03:06 PM
Edited by Zenofex at 15:07, 19 Nov 2010.

Well, it was actually more or less clear that the demons won't be exactly at the center of the mess this time, but I still expect the standard "good guys vs. bad guys" stuff where the good guys are subscribed to the positions of the victors. Still I hope (a little) that they will show more imagination this time.
Some of the other things sound interesting and even reassuring. If they finally end the informational blackout with some regular news like these, I might as well become more optimistic for the future of this game.

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MrDragon
MrDragon


Supreme Hero
Eats people with Ketchup
posted November 19, 2010 03:11 PM
Edited by MrDragon at 15:22, 19 Nov 2010.

Quote:
Well, it was actually more or less clear that the demons won't be exactly at the center of the mess this time, but I still expect the standard "good guys vs. bad guys" stuff where the good guys are subscribed to the positions of the victors. Still I hope (a little) that they will show more imagination this time.
Some of the other things sound interesting and even reassuring. If they finally end the informational blackout with some news like these, I might as well become more optimistic for the future of this game.

But Zeno, if you become more optimistic who will I have my humorous thread derailing arguments with?
Though lately we've been agreeing more again, maybe it's already too late!
In all seriousness, I do appreciate your very thought out comments.

Here's to hoping it's not a bland "gang up on team evil" plot!


Edit: The map count... could be nice if they ram out a few content patches with extra maps, like Warcraft III did several times. (including a few new heroes too.)
Fans LOVE content patches.

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don_komandorr
don_komandorr


Known Hero
posted November 19, 2010 03:18 PM

Quote:
We have 24 campaigns and 10 multiplayer maps.

Oh, Shi~! They gonna do it again!
Why not 30 or even 20?
H1, H2, H3 and H4 have at least a half of a hundred multiplayer maps. And it makes that games very replayable (and RMG )

H5 was shamed for it's 10 multiplayer maps.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 19, 2010 03:23 PM

Random is probably safer to assume it will be like before. Can't tell for sure.

Significant number? Not exactly.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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phinex
phinex


Adventuring Hero
for sylvan
posted November 19, 2010 03:41 PM

damn for 10 multiplayer maps

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted November 19, 2010 04:01 PM

Thanks for this post. H6 sounds like it will be very good.

@Elvin
About the your editor comment being released early for the mappers. What a great idea.

It sounds like the Quality of the ME is getting back in step with the game?
____________
"Do your own research"

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted November 19, 2010 04:01 PM

In H3 I liked the fact that there were so many maps, but in H4 I rather sticked to two or three I liked the most. So if they are of good quality, I'm fine with 10. On the other hand more variety is always welcome.

~14) I hope it means that all the creeps will behave like that, it's a shame that in ToE it worked only for fixed ones, so there were no mixed neutrals unless you put them on the map by yourself.

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted November 19, 2010 04:01 PM
Edited by Zenofex at 16:02, 19 Nov 2010.

Quote:
But Zeno, if you become more optimistic who will I have my humorous thread derailing arguments with?
I said I might. And we are still pretty much in the dark, they have just started delineating the frame, the actual content and mechanics remain a mystery. I'm just glad that there is finally something new 3 months after the announcement (the little bit of info from Igromir doesn't really count), be it mostly vague and "soon"-ish.
And this 10 maps thing is preposterous, yes! If they intend to release the editor earlier and use the community to conceal lack of interest in releasing a game with good initial replayability, it will be a bad move. The people who design the maps will have to be well-acquainted with the game mechanics in order to create good maps and obviously this won't happen before they play the game for at least several weeks. So either the release of the editor will have to coincide with the beta-testing, or this move will just spawn a large number of not-quite-adequate maps.

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Mike80D
Mike80D


Famous Hero
Map Maker
posted November 19, 2010 04:11 PM

Quote:
damn for 10 multiplayer maps


Yeah this is VERY disappointing, especially since I have no faith in a quality random map generator.  

To top it off, I bet some of those 10 won't be "kill them all" scenarios, but capped towns, capture a lame object, timed, or something else.  So basically we'll be left with like 5 open multiplayer maps to enjoy with our friend(s)... that'll get old fast.  

Uggh, why put all that work into 24 campaigns and so little into maps?!  I'd imagine a campaign takes significantly more time than a map to make... so why not 20 campaigns & 20 maps?  

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SwampLord
SwampLord


Supreme Hero
Lord of the Swamp
posted November 19, 2010 06:31 PM
Edited by SwampLord at 18:32, 19 Nov 2010.

#19 has me so excited.

I'm glad they are aware of the games that came before, and are maybe putting the dialogue boxes back in! Those were always one of the quintessential features of the Heroes series for me; they were always humorous and often brought a smile to my face. Too much to ask for anyone from Fortress to show up for the anniversary, I'm guessing, but icons like Crag Hack or Sandro would be awesome. If they had Ashan be simply another world in the M&M universe I think I might squeal for joy, but that might be asking too much as well.

I'm glad they addressed the lack of resources and such as well; good to know they are thinking about it. We'll see how that goes; frankly, I'm still not sold on it, but I'm more than willing to give it a chance.

Overall, very good Q&A; they didn't dance around the important issues like a lot of devs do, and they seem fully cognizant of the import of the changes they are making. I am impressed.
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They can take my swamp, they can take my town, but they will never take my FREEDOM!

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Mike80D
Mike80D


Famous Hero
Map Maker
posted November 19, 2010 06:35 PM

Quote:

12. Maybe that is why they plan to release the editor before the game is out.




I wouldn't want to mess with the editor before playing the game, and I doubt quality maps could be made before understanding the gameplay of H6.  Why should we, the customer, need to make maps so that there are maps to play with the game?  "Scarce" is an understatement when there's only 10 multiplayer maps.

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted November 19, 2010 06:44 PM

Glad you like the Q&A - took longer than we expected to get going, but this is the exclusive news I was referring to all along. Many thanks to Elvin (most questions) and Xhane (answers).

My own favourites:

Quote:
In the campaign mode, you’ll have some cut scenes, dialogue boxes. You won’t have big texts like in H IV, but for curious players, there’ll be plenty of very detailed text to read in the bios of heroes, creatures, cities, etc.
Also map makers will be able to put all the boxes they want in their maps.


Quote:
As you know, 2011 will be the 25th anniversary of M&M, so surprises are to be expected.


Quote:
Yes, there is a Demon invasion in Heroes VI.
No, it is not the most important plot element in the storyline.


I think it was confirmed to us that the final H6 campaign (the unlockable one) should consist of three maps.
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted November 19, 2010 07:04 PM

Quote:
Quote:

12. Maybe that is why they plan to release the editor before the game is out.



Quote:
I wouldn't want to mess with the editor before playing the game, and I doubt quality maps could be made before understanding the gameplay of H6.  Why should we, the customer, need to make maps so that there are maps to play with the game?  "Scarce" is an understatement when there's only 10 multiplayer maps.


I am hoping that it is a good sign that the H6 editor is not at all like the learning curve of H5. But I have to agree about the lack of maps.
____________
"Do your own research"

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Aosaw
Aosaw


Promising
Famous Hero
Author of Nonreal Fiction
posted November 19, 2010 07:46 PM

It's a means of encouraging community involvement.  It helps build awareness for a game, and also increases its longevity, allowing the developers to release things like expansion sets and downloadable content as a means of refreshing replay value.  It makes good business sense; they might be able to get a good five years out of the game, if the map editor is strong enough to sustain interest.

What I would like to hear is confirmation that the title is going to be released for Mac simultaneously.  with the 25th anniversary coinciding with the game's release, I'm willing to bet there will be an "anniversary edition", and I'd be really disappointed if I couldn't take part in that simply because of my choice of OS.

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