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Thread: Heroes of Might and Magic: Olden Era – Official Reveal Trailer | This thread is pages long: 1 2 3 4 5 ... 10 ... 17 18 19 20 21 · «PREV / NEXT» |
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The_Polyglot
Promising
Supreme Hero
channeling capybara energy
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posted January 14, 2025 08:29 PM |
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Etharil said: I cannot make polls here but I'd like to ask the same here: what would you want to hear about the most from us? Let us know!
Soundtrack availability for purchase, either separately or bundled with the game for a premium?
any update on the music yall deem noteworthy?
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Friend-shaped
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MurlocAggroB
Known Hero
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posted January 15, 2025 12:16 AM |
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Olden Era teaser
Looks like a hint at some Hive content in the near future. Also, that little head shake is adorable.
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Etharil
Shaper of Lore
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posted January 15, 2025 04:57 AM |
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Edited by Etharil at 04:59, 15 Jan 2025.
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Syth1984 said:
Etharil said: I cannot make polls here but I'd like to ask the same here: what would you want to hear about the most from us? Let us know!
I guess acknowledging and addressing problems/features and giving your solution to them would be very good start.
Heroes series have a lot of legacy problems.Recently I couldn't believe HOTA team solved the "eagle eye" problem .That comes to mind.
-Hero chaining.
-One creature heroes roaming (Increase the exp per hero killed boom done )
-Blobing necromancy.
-Snowballing of primary heroes.How do you chip away the creatures of a hero on the long run. What do you give the underdog as a catchup mechanism ( Week of the plague is a good one ).
- Resurrection-healing-raise dead balance.
- Logistics being a no brainer skill all the time.
-Town portal spell issue.
-Dimension Door/Fly issues.
-Creatures collected from treasuries dominating the game.
-Dragon utopias being a bit game breaking.
-A.I. being an idiot or not using spells during quick combats.
-Boring or too exploitable neutral creature combats.
-Magic>> Might
- Creature lineups being too diminished and low levels not meaning anything (Addressed with horde skillsets
-Faction reliant skillsets becoming too dominant.
-What options will a random map generation will have?
-Secondary skill usages.
-Morale and Luck how do they work.
-How do speed and initiative work. Or counterstrike work*
-How does Fog of War work?
What do you have innovative to show?
1. We've covered it in our initial devlogs, but we'll have 3 modes: Classic (10 heroes, chaining is a part of it), Outcast (1 hero only, losing him means game over) and Arena (pick your heroes, spells, items and units and fight the enemy)
- There will be options in Classic mode to have Remote Footholds (optional) that let you garrison armies and items for another hero to pick from any other Remote Foothold and for both Classic and Outcast mode a spell called "Assemble!" that lets you transfer items and armies between the caster and a hero for mana.
2. We'll see - we have a few ideas here.
3. We've covered necromancy in a devlog dedicated to it but to quote it: "Necromancy affects ALL of your units - however, it can only raise units that you already have in the army (so no farming peasants to get vampires during the first week) and the amount of units raised is based on the total health pool of enemies slain in combat."
4. More on that later. Generally we have the approach similar to DotA's: make all things feel strong and fun to play and then tone down (or boost if they're the opposite) some game-breaking outliers if they pop-up
5. Depends. We have quite a few abilities that can resurrect units and we're monitoring people's feedback regarding that in beta tests.
6. So far our internal tuning looks promising in this regard, however the very nature of that skill means it will always be a high priority one.
7. and 8. We have a solution to both, more on that later - gotta confirm with the team that I can share it. =)
9. We have faction laws in place that should help with that. =)
10. Topes are still a significant power boost and feel familiar to face, it's a matter of what community wants to see done to them as we might have a different, less preferred vision for it. We'll see what the feedback on them will be.
11. and 12. We talked about [url=https://store.steampowered.com/news/app/3105440/view/4480614335784159212?l=english]AI in our FAQ[/url] quite a bit.
13. For starters there's no mass slow or mass haste at low spell tiers and many buff and debuff spells require a certain investment into them. Generally speaking though magic heroes have usually been worse than might heroes in H3, H6 and even H7 (although very, very slightly).
14. Faction units matter quite a bit and in my opinion units scale quite well, but that's a subjective matter so it will need widescale testing.
15. Elaborate?
16. We talked about this quite a bit in our [url=https://store.steampowered.com/news/app/3105440/view/705473316618503070?l=english]RMG devlog[/url]. =)
17. Secondary skills have subskills that can be picked at advanced and expert level. Some less liked skills, like estates, are generally made to be better and more lucrative to pick up on your scout heroes - not every skill is meant to be a "main hero" skill.
18. Similar to the classics - not trying to reinvent the wheel there.
19. Speed defines how far a unit moves across the battlefield. Initiative decides when it gets to do that within one turn.
20. Same as it did in H3, H5 and H7. =)
From things that are entirely new (and that we have revealed) we've got Factions Laws, which are meant to encourage playing a single faction, energy, which is used by units to cast their active abilities and Spells levels (on top of tiers), which allow you to upgrade them to make them grow in power and gain new effects and Day/Night Cycle, which remains a mystery for now.
Other additions include various fog of war settings, blood (optional) and the return of 3D Town screens. In general please keep in mind that we're aiming to create a familiar experience of playing Heroes of Might and Magic, while giving it some new polish and a couple of well-thought out changes rather than reinventing the wheel from the grounds-up. =)
The_Polyglot said:
Etharil said: I cannot make polls here but I'd like to ask the same here: what would you want to hear about the most from us? Let us know!
Soundtrack availability for purchase, either separately or bundled with the game for a premium?
any update on the music yall deem noteworthy?
Anything regarding physical edition of the game is a topic far into the future as we're currently focusing on ensuring a smooth Early Access experience.
As for the music: [url=https://store.steampowered.com/news/app/3105440/view/532085430055601115?l=english]we announced[/url] who will do it shortly before CHristmas alongside one of the tracks! We'll let you know more in the future. ^^
EDIT: It seems the forums do not let me make hyperlinks for some reason. Oh well.
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Syth1984
Hired Hero
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posted January 15, 2025 08:36 AM |
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Edited by Galaad at 11:46, 15 Jan 2025.
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Etharil said: *snip*
Wow thanks for the reply.There is much to chew on here . I was expecting this question was for future reveals .
Fog of war being cosmetic is a bit downer though. I would have prefered somewhat more dynamic fog of war.
Faction Laws sounds promising. Mass slow and haste tuning down is also great.
Faction reliant skillsets becoming too dominant.(Elaboration) Although I liked H5 a lot I was a bit disappointed that spell damage multiplier was inbuilt to the faction itself. So it felt casting damage spells with other factions was a bit let down. It felt like "if you are going to cast spells choose this faction" too much. I get it if you are going to play for spells choose a wizard faction but if you want horde mentality choose a might faction but that line was a bit too much defined in that particular sense (Hard to explain).
Three more questions if you would fancy answering them
Are you planning on adding "artifact/unique" versions of the war machines (Balistics/healing tent/catapult comes to mind).Like "Balistic of Poison Arrows" causes poision or slows down enemies if equiped.
Will be sieges close to H3 or H4.Will the sieges scale with army size somehow? Siege arrows not scalling with garrisoned troop strenght is a bit weird in my opinion.
Any meaningfull changes to battlemap objects.Cliffs forest patches,water patches or misty ares that effect shooting,movement, flying? Or is the battlemap size a standard X,Y dimension or are there some unique ones?
Thanks ,really appreciated the quick responses! Felt like I am part of the community .
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The_Polyglot
Promising
Supreme Hero
channeling capybara energy
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posted January 15, 2025 03:25 PM |
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Thank you Etharil!
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Friend-shaped
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The_Green_Drag
Supreme Hero
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posted January 16, 2025 02:34 PM |
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Faction laws sound worrying to me. Encouraging players to use a single faction, why? And how do you plan on doing this without discouraging players from using neutrals and other faction creatures? Faction mixing is an iconic mechanic to homm.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted January 16, 2025 03:03 PM |
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Yeah wanted to say the same..
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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vitirr
Known Hero
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posted January 20, 2025 02:04 PM |
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Stevie said: It's kinda bugging me. They have 3D models, but use them in a parallax manner. What's the point? I'd much rather have H5 rotating perspective in that case.
I on the other hand prefer it this way. In H5 it was nice the first few times but it became quickly such a nuisance that I just disabled the fly-over instantly. It wast something just to be watched while this version, being less distracting, seems like something I can appreciate while I interact with the town at the same time.
Besides, the H5 fly-over requires the town to be laid out in a specific 360 degree manner that I consider completely unnecessary and a potential limitation or overcomplication to the town designs. For instance in Dungeon it looks like all buildings are in front of the central building (town hall of sorts) arranged in different layers which wouldn't be suited for a 360 fly-over and still looks great IMO.
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TrueMefista
Hired Hero
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posted January 20, 2025 07:05 PM |
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Fully 3D flyover view mixes weirdly with otherwise 2Dish gameplay
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Stevie
Responsible
Undefeatable Hero
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posted January 22, 2025 08:52 PM |
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Edited by Stevie at 21:01, 22 Jan 2025.
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I can't say I strictly prefer one over the other, but to me 3D has more potential and is easier to achieve than 2D. I'll explain.
The thing about 2D townscreens of the past is that at some point my understanding of them changed. My initial illusion of how pretty and enchanting they were was replaced when I started asking why they lined up like PNGs on a shelf and all of them facing towards me. "The castle building faces the inside of the town it's supposed to protect? All buildings have their entrance side facing somewhere towards the center?" It didn't make architectural sense and broke my immersion, because the only answer was that this was designed to be this way due to perspective. I don't know if this sounds silly, but to the kid me back then that felt like something was lost that couldn't be recovered. For this reason I think that the real strength of 2D is it's ability to impress with its beauty and feel welcoming to the viewer which is put at the center and everything surrounds their point of view. The drawback to that is that, well, the enchanting feeling wanes and the viewer might see PNGs lined up on a shelf (Heroes 4 was an atrocity to me for this reason and a major step back from Heroes 3). And that is why I think it's harder to come up with something like that as it relies on art to create the best possible illusion.
Then H5 came out with 3D ones and not only did it feel like a step up in the more believable architectural sense, but more importantly because it added something that was not there before: scale. It felt less enchanting and fairy-tailish, but more compelling in terms of grandeur and size. Over the years it had a more lasting impact and I think it's more easily achievable from a production perspective too.
In terms of interactivity, there's no real difference, but 2D has a slight advantage since you can access any building at any time, while with 3D you'd probably have to turn the camera. But really, if I wanted to recruit something, I'd click on the castle, which should be big enough to see from anywhere even in 3D, and other important buildings would be the same. But ultimately, it's the UI's job to provide easy access to anything, so in this sense the only real battle between 2D and 3D is perception.
Etharil said: From things that are entirely new (and that we have revealed) we've got Factions Laws, which are meant to encourage playing a single faction, energy, which is used by units to cast their active abilities and Spells levels (on top of tiers), which allow you to upgrade them to make them grow in power and gain new effects and Day/Night Cycle, which remains a mystery for now.
Everything sounds good except for Faction Laws encouraging single faction play. This shouldn't be the case. If there's anything it should encourage, it would be faction playstyle. That's something different that can incorporate faction unaligned creatures as well. So I'll echo other people's sentiment that this one is concerning. Take a page from AoW4's book here before it starts feeling more Heroes than Heroes does. People want configurable line-ups, stop deterring that.
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Guide to a Great Heroes Game
The Young Traveler
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MurlocAggroB
Known Hero
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posted January 22, 2025 09:19 PM |
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I like Olden Era's town screens, but I already liked them at first reveal. I think they're laid out in creative, aesthetically-pleasing ways. The ability to explore them in 3D is just a bonus. Overall I prefer the look of 2D screens over 3D, and Olden Era looks to be a solid blend of both.
Stevie said: The castle building faces the inside of the town it's supposed to protect?
Funnily enough, Heroes VI tried to avert that bit of fridge logic by making the walls appear on the bottom of the town, and all it did was make almost every screen look cluttered. Only Haven manages to look good, thanks to it being from a 3/4 view from above rather than straight-on.
Stevie said: Heroes 4 was an atrocity to me for this reason and a major step back from Heroes 3
Every time I play Heroes IV, it always looks better than I remember it looking. The little details are still there, even if stepping back every town looks like a giant staircase with buildings placed on it at random. I don't think it was an aesthetic choice, I think it was (like most of the game) a rush job that they made the best the could with.
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Galaad
Hero of Order
Li mort as morz, li vif as vis
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posted January 22, 2025 11:02 PM |
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Stevie said: Everything sounds good except for Faction Laws encouraging single faction play. This shouldn't be the case. If there's anything it should encourage, it would be faction playstyle. That's something different that can incorporate faction unaligned creatures as well. So I'll echo other people's sentiment that this one is concerning. Take a page from AoW4's book here before it starts feeling more Heroes than Heroes does. People want configurable line-ups, stop deterring that.
Etharil clarified that Faction Laws don’t penalize mixing but provide "subtle enhancements" for sticking to your faction. That doesn’t seem like a deterrent to configurable line-ups. More like an option for players who want to lean into faction identity. Encouraging faction playstyle should be able to coexist with these bonuses without restricting creativity.
Or that is what I hope, it seems they can’t share more details for now, so we’ll have to wait to see how this plays out.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted January 23, 2025 08:13 AM |
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Edited by Elvin at 08:15, 23 Jan 2025.
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That seems fine. Normally if you're going to mix, it would be to have higher tiers replace your peasants and what not. As long as the enhancements really are minor and don't make mixing non-viable that is.
Already, the inclusion of racials in H5-6 make it hard to mix because a lot of those skills only work with your native faction.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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Etharil
Shaper of Lore
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posted January 27, 2025 07:40 PM |
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Edited by Etharil at 19:40, 27 Jan 2025.
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I'll just leave this here... ^^ (forums still aren't letting me do hyperlinks or videos)
https://youtu.be/gJEGUxpBN1U
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Geny
Responsible
Undefeatable Hero
What if Elvin was female?
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posted January 27, 2025 08:06 PM |
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Edited by Geny at 20:07, 27 Jan 2025.
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Linky link
You can quote my post to see how it's done. There's also an "insert Hyperlink" button on the left when you make a post.
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DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.
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Etharil
Shaper of Lore
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posted January 27, 2025 08:48 PM |
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Edited by Etharil at 20:48, 27 Jan 2025.
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Geny said: [url=https://youtu.be/gJEGUxpBN1U]Linky link[/url]
You can quote my post to see how it's done. There's also an "insert Hyperlink" button on the left when you make a post.
I'm doing it all exactly per instructions in the thread as well as via the "insert hyperlink" option but I simply don't have permissions to do that. Waiting to get that sorted out. ^^
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Galaad
Hero of Order
Li mort as morz, li vif as vis
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posted January 28, 2025 01:22 AM |
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Edited by Galaad at 01:23, 28 Jan 2025.
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Etharil said: I'll just leave this here... ^^ (forums still aren't letting me do hyperlinks or videos)
https://youtu.be/gJEGUxpBN1U
Hell yeah! (pun totally not intended )
And Dedicated faction thread created, as usual.
Geny said: You can quote my post to see how it's done. There's also an "insert Hyperlink" button on the left when you make a post.
Not anymore, adventurer! You now need 50 posts to hyperlink. Blame the bot invasion, not Sandro's master plan.
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Syth1984
Hired Hero
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posted January 29, 2025 05:56 PM |
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https://www.youtube.com/watch?v=Eqxt5n6VFzA this has been posted one hour ago. Shows quite a bit on the adventure map and some siege of the necropolis.
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Galaad
Hero of Order
Li mort as morz, li vif as vis
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posted February 01, 2025 02:30 PM |
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TrueMefista
Hired Hero
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posted February 01, 2025 08:33 PM |
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Syth1984 said: https://www.youtube.com/watch?v=Eqxt5n6VFzA this has been posted one hour ago. Shows quite a bit on the adventure map and some siege of the necropolis.
Looks pretty good, altho some textures and objects blend together
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