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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Paris Event - Community Q&A Time
Thread: Paris Event - Community Q&A Time This thread is 10 pages long: 1 2 3 4 5 6 7 8 9 10 · «PREV / NEXT»
Sleeping_Sun
Sleeping_Sun


Promising
Famous Hero
Townscreen Architect
posted February 21, 2015 02:21 PM

War-overlord]5 of 8 have no model to begin with...../quote said:
True, but I just want to know whether there will be more copy-pasted units or not.

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted February 21, 2015 02:22 PM

Sleeping_Sun said:
War-overlord said:
5 of 8 have no model to begin with.....
True, but I just want to know whether there will be more copy-pasted units or not.

If they did it like Haven, would you mind?
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Sleeping_Sun
Sleeping_Sun


Promising
Famous Hero
Townscreen Architect
posted February 21, 2015 02:29 PM

No, Haven is fine.
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Articun
Articun


Supreme Hero
As i dream, so shall it be!
posted February 21, 2015 02:53 PM

Congratulations to both of you!!!

Here are my questions and propositions regarding Necropolis:
1. I like the new black & white theme with the toned down green and purple
a. Some tones of red or copper would make some units look much better and increase diversion
2. Most units have no real difference in basic and upgraded form
a. That is very true for bone dragon and ghost dragon that just becomes transparent. The 3D model look like a toy rather than a true dragon Skeleton. The ghost form should resemble a live dragon image in spectral form rather than just see through bones
b. From the basic units, only the Skeleton is successful in upgraded form. The Spider looks nice in artworks but in 3D, the differences are rather lost and seems like just a dis-colorization. The Ghost is very similar and why isn't the dress black as in the artwork. Not all ghosts are necessary to be see-through
c. The Liches need to look more like mummies in basic form, as seen from the necromancer hero in Necropolis page. The upgraded form should be skeletal and a mix between Heroes V & VI
d. The Vampires are fine, but a less armored basic form is preferred, with a face lift to look less like Arthas and some red added to his colors. A more noble look rather than a knight is also preferred. The upgraded form can look like a warrior but with less armor. Vampires are mobile units and as such they don't need to be armored to the teeth. They are after all, above fear of death. Also, more plain armor rather than full with trinkets.
e. The Lamasu looks way better in artwork rather than 3D. Please tweaks some details in the 3D model to make it look less weird and have better proportions. Also some more differences in the upgraded form such as rotten flesh or protruding bones here and there would be appreciated. Make the hair more fluid to stop looking like spikes.
3. Most units don't have enough abilities.
a. Very true for all basic Necro units that only have the ability Undead. Be creative, give each of them something.
b. Bring back the incorporeal ability from heroes V to the Ghost and bone dragons. It was a pain but made the units very unique and challenging. Make the Skeletons have unlimited retaliation. They are puppets, they cannot be thrown back by any effect to stop attacking, they have no will of their own. Give spiders the webbing ability like the Skeletons had in heroes VI, that way, they become much more useful and unique.
c. Give Liches the ability to raise dead and some harmful spells as well
4. Necromancy will work like previous titles / The longer the battle goes on the better for the Necromancers
a. If that is true and necromancy works after battle, how does that help the battle style?
b. Will there be specific spells to raise dead for the necromancers?
c. How do you ensure that the whole play style will be different than other factions if there will be limited ability to raise your units from your own stacks or raise dead from enemy stacks?

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted February 21, 2015 02:56 PM

i just wanna know one thing: undeads with life-cycles?

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ninjata12
ninjata12


Adventuring Hero
posted February 21, 2015 03:30 PM

The most important questions for me are:
1. Will there be RMG?
2. Will there be sim-turns?

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted February 21, 2015 04:19 PM
Edited by Storm-Giant at 16:20, 21 Feb 2015.

A very important aspect of the game that it's often overlooked is the Adventure Map. In older Heroes, the Adventure Map was filled with places to visit, offering a wide variety of stuff to do.

In Heroes VI we saw a major step back, with very little to do on the Adventure Map. I'd like you to ask the Might & Magic about the variety of them, and to elaborate on this matter.
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DIEGIS
DIEGIS


Supreme Hero
power of Zamolxis
posted February 21, 2015 11:07 PM


ninjata12 said:
The most important questions for me are:
1. Will there be RMG?
2. Will there be sim turns


same for me.
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-knowledge itself is power-
www.cabinet-dentaire-malaunay.fr

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cleglaw
cleglaw


Famous Hero
posted February 21, 2015 11:14 PM

same here too, sim turns or whatever it is, to make multiplayer work better we need something. important question

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Maurice
Maurice

Hero of Order
Part of the furniture
posted February 23, 2015 10:11 AM

Congrats on the invite, Stevie and Galaad! Hope you have a good time there .

That being said, the thing I would like to know is the map editor - and specifically, scripting. Heroes5 had a scripting engine which was actually quite powerful and I've used it extensively to make some personal maps as well as analyse the code behind campaign maps. How is this being handled in Heroes7? What will the scripting engine be like, in that game?

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Pawek_13
Pawek_13


Supreme Hero
Maths, maths everywhere!
posted February 23, 2015 06:27 PM

I have a question regarding Necromancy. Will you be able to raise only skeletons, or will other creatures be also available to be raised, like in ToE?

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donatazz
donatazz


Adventuring Hero
posted February 24, 2015 05:14 PM

Pawek_13 said:
I have a question regarding Necromancy. Will you be able to raise only skeletons, or will other creatures be also available to be raised, like in ToE?


"their ghosts and corpses raised to serve the Necromancers." I assume only skelletons and ghosts.

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted February 25, 2015 09:20 PM

mind asking about create-a-hero? i really liked that feature and would love to see it return

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ThatRedSarah
ThatRedSarah


Famous Hero
Adventuring Hero
posted February 25, 2015 09:34 PM

kiryu133 said:
mind asking about create-a-hero? i really liked that feature and would love to see it return


Also confirm (if there is no create-a-hero) if there is a variety of heroes with different abilities to choose from in the hotseat/multiplayer mode (like in H3 and H5) straight out of the box without any in-game purchases or without completing any campaign missions...

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted February 28, 2015 07:48 PM
Edited by Galaad at 02:51, 08 Mar 2015.

Tomorrow will be first of March and the thread is already three pages long and I received a few early HCMs as well so I am going to start try put some order in here.

Here is a centralized list I've done so far, it is still fresh so there is surely some things I missed, then post again here and I will update. Also, I hope the categories will help and inspire you to ask for more.

For the next questions that comes to mind, I think a good idea would be to start expressing the category from which your question belongs to, then I directly paste it under appropriate one. Of course, if you have a question belonging in a category which is not included in the list, please specify and I will add.

There is also probably some questions you've expressed in other threads which could be lacking from this place, be sure to repost it here if you see it missing.

There is also some questions coming from the Shadow Council.

The list is by alphabetical order.

The list is under construction and is being worked on by the community, please refer to this post for your best input

The list has been updated and can be found here. Only game content section has been updated for now.

The list has been fully updated and is now waiting for feedback. Thank you all for your support and help.

Quote:

GAME CONTENT

Adventure map

- In older Heroes, the Adventure Map was filled with places to visit, offering a wide variety of stuff to do.
In Heroes VI we saw a major step back, with very little to do on the Adventure Map. I'd like you to ask the Might & Magic about the variety of them, and to elaborate on this matter.

- How will boats work? Will there be mvt penalties while boarding/landing again? How rich will the sea area be? Will there be some unique sea combats features? Also, a major downside of all Heroes games is the lack of things to do in the sea area.

- Ambient sounds (will there be lots of them)?

- Will we have the creature of the week spawn? It was missing from Heroes VI, therefore leaves an empty area after hero defeated them. It is quick XP for eventual secondary heroes and contributed the map to be alive.

AI

- Has there been any work/changes/improvements done in regards to the AI H7 will use? More specifically: Will AI be good enough to use new terrain altering features (like repairing bridges etc.) effectively? And will those be available in random/custom maps and map editor?

- Speaking of AI, will it always target the same creature first, as it did previously? Or is work being done to fix it?
Case in point, I can remember having a big Inferno army, but not many Cerberi anymore. I had a stack of 50 Cerberi and 25+ Pitlords, disregarding all other stacks. Which get shot firts? Cerberi.  

- Will the AI have different personalities (builder/explorer/warrior)?

- Will AI be doing those suicide bomb-runs to weaken your army?(knowing it can't win it just enters battle, throws some armageddon or whatever strong spell or two before running, re-recruiting and repeat)

- Is harder difficulty just matter of how much AI cheats?

- Will AI see whole map again?(so it instantly knows where to run to reach you behind fog of war)

Artifacts

- Will we have artifact sets? If so, how will they work?

- Can we build our own artifacts?

- Will there be magic/might specific items like in h6?

- Will each race get race-specific arti-set? (in h5 where it gave extra bonus when "right" race used it)

Army management

- Can you upgrade war machines multiple times or will they end up as more of decorations again in long games?

- Can you use different factions war machines?

- Are war machine slots pre-set so you can't have 2 ballista instead of the basic ballista + sister for example?

- About creature-growth: Will the strong core for example have clearly bigger weekly strength than the "normal" cores?(based on the leaked alpha stats for haven units and growth shown from adventure maps haven core-dwelling on demo they were rather equals)

Battles

- Will the units, that hide behind other units get less damage as well or only if the thing in front is a tree/pebble/obstacle and not a creature?

- Will I be able to choose my archers to do melee attack instead of ranged sometimes, or some strike and return creature to strike, and not return?

- How will flanking work?

- Will the targeting angle matter when you shoot a hiding behind an obstacle creature and if yes - how?

- Will they add creature relations (for example Angels hate Devils and vice versa)?

- Will there be wider variety again in units movements speed? In Heroes VI, almost all core tier units had same speed and that made battles a bit linear on tactical aspect. Moreover since in Heroes VII we have lesser units abilities.

- Will you be able to fast-forward animation without speeding up the audio?

- Will there be spells that effect terrain-movement cost like quick-sand for example? (this applies to both in battle and on adventure map)

Factions skills

- Will they be similar in leveling up to other skills (like in Heroes V) or will they get on the next level automatically, after a specific hero's level is reached (like in Heroes VI)?

Hero classes

- How different are the various Hero classes going to be? We know that they specialize in different skills, but what does that mean? Will they get different skillwheels? Will they be aesthetically different?

- Are different hero classes assignable or preset?
Case in point: Say I select a Haven Might Hero, say Tyris, that has a certain specialty, assuming those are still in. Is she defined from the start as a Vindicator? Or can I assign her either of the 3 Haven classes, being Vindicator, Knight and Paladin?

Heroes

- I want to know if all heroes will be available from the beginning, for us that like scenario games. In H6 you had to start campaign to get some pre-made heroes to play with.

- Mind asking about create-a-hero? i really liked that feature and would love to see it return.

- Also confirm (if there is no create-a-hero) if there is a variety of heroes with different abilities to choose from in the hotseat/multiplayer mode (like in H3 and H5) straight out of the box without any in-game purchases or without completing any campaign missions...

- Will the heroes available to buy only differ in the portraits (like in H6) or will each one of them have a unique skill linked to them (like in H3/5)?

Magic system

- Speaking about magic system - will cooldowns of spells come back from Heroes VI? Another one - in Heroes VI spells costed a significant amount of mana. Will spells become "cheaper" in Heroes VII?

Neutrals

- Is their going to be more than unusual things to fight that would be grand?

- Will there be Gold Dragons as neutral units in H7? If not, are you planning to include them as recruitable units in the future?

Skill system

- Are you able to boost your racial skill via different abilities? (like necromancy in h5 via ability in enlightenment)

- Will there be ultimate ability for each faction?(as in the center skill of the wheel in h5)

- How will necromancy work? Will you be able to raise different types of units like h5 and will there be limit to how much you can raise?

- Regarding previous question how will necro units fare compared to other factions stats-wise? H6 introduced necro units as equals to their living counter-parts(Heck spectral dragon was better than it's living counter-part black dragon)

Towns

- How does the Thieve's guild and Hall of Heroes will work in H7?

- Will there be different starter armies for heroes when you recruit them?(In h6 I think all armies were something like 2:1 or 1:1 ratio of two units while in h5 there were heroes with haven for example who only purely had peasants, archers or footman while "normal" hero was mixture of tier 1 and tier 2 with possibility for couple tier 3. Also some heroes could have a single t4 or even t5 unit at start).

- Will new heroes from tavern be level 1 like pre-h6 or are they going to be same level or -5 levels compared to main hero á la h6? Or something different?

- Forts: How many times can you upgrade them to boost their troops? If player defends at fort will they get the "boost"-troops in battle aside their army and how it will exactly work?

- Will upgrading walls still boost troop-growth or is this purely done by governor/grail?

Townscreens

- How far are the townscreens in the development? How much more can we expect from them?

Units abilities

- When Haven and Academy creatures abilities were revealed, many of us were upset to see there were some replicates (Sweeping, Piercing Shot). In a concern of getting a stronger feeling of uniqueness within each faction, is there a possibility to enrich the system and avoid replicates?

- How will stalker, crossbowman and disciple truly differ from each other? (aside mage having nova and being bigger unit) Piercing shot used to be very unique ability, but suddenly half the factions have it which is rather disappointing. (Same with vampire and hydra having same exact abilities aside undead(or will hydra get sweeping too?))

USER SUPPORT

Campaign editor

- Will it be available from the start?

Map editor

- The thing I would like to know is the map editor - and specifically, scripting. Heroes5 had a scripting engine which was actually quite powerful and I've used it extensively to make some personal maps as well as analyse the code behind campaign maps. How is this being handled in Heroes7? What will the scripting engine be like, in that game?

Maps & Scenarios

- Approximately how many scenarios can we expect in H7?
- Will there be more maps "out of the box" than in H6?

Modding

- Is the file structure well thought & organized? And I didn't mess with H6 but if the "breeding-maps" problem still exists maybe a Shell for the map in-play?

- What format for the music this time? and maybe this time the tunes will cycle to prevent broken-strings.

Random Map Generator

- Will there be one?

Simultaneous turns

- Will we have them?




violetcoffee  March 04, 2015 23:00:52

The fixed camera. I wonder if it would be possible to make it optional.


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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted February 28, 2015 07:57 PM

Good stuff, Galaad!

I'll definetly mention this on AoH.
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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted February 28, 2015 08:02 PM

Great. Only thing is that the 3rd of March will be Tuesday and not tomorrow, but hey, who cares about such details.
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Vote El Presidente! Or Else!

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted February 28, 2015 08:07 PM
Edited by Galaad at 09:46, 02 Mar 2015.

Details are everything, War-overlord.

@Storm-Giant,
Thanks, and good idea!
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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted February 28, 2015 08:18 PM

just wait 'til we realize they don't take questions and hasn't answered any of them

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nerion
nerion

Tavern Dweller
posted March 01, 2015 05:04 PM

Can developers to replace the Meduza at Twilight witch?

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