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Nival’s answers about the future of Heroes 5.

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Andrey
Everything you said is nonsense and minor flaws, nothing more! He, you see, doesn't like that he and his friend had the same artifacts... It's funny. And what did you want, to have only one set of shackles on the map, one elemental amulet, etc.? There are only about 40 artifacts! Wouldn't the map be too empty if each artifact was unique?
The lack of a "doll" bothers him... Frankly, I don't care whether there's a "doll" or not. But... it could be there. Although it's not necessary.
"Holy Word" in the Inferno castle... So what? Would you make the whole game without any flaws? I doubt it. What will you say when a random map generator is released? After all, spells should also appear randomly in guilds... or not?
Everything is clear with you.

You know, such minor flaws can completely ruin the whole game! It really isn't interesting when you have several identical artifacts in your inventory. After all, in the third game, artifacts didn't repeat due to the quantity! Why couldn't Nival Interactive create AT LEAST a hundred DIFFERENT artifacts? After all, an artifact is an artifact because it's unique in the whole world!
And it's really inconvenient without a "doll"! I think Nival Interactive abandoned it because of their own laziness!
And let there be a "Holy Word" in the Inferno castle! After all, Inferno sometimes has to fight the undead!

Added 11 minutes later
IronAxe
Nival Interactive made an interesting game, but it's inconvenient to play, especially for offline players. If they had only added a few small improvements to the game's interface, it would be simply great. I'm not talking about the balance of power and other nonsense like magic and units.
I'm talking about:
1. You need to see the coordinates of the cursor on the map to create normal walkthroughs.
2. You need to see the movement points of Heroes in numbers so that you can assess which unit and how much slows down the Hero's turn.
Regarding improving playability, I would suggest adding the ability to hide Heroes in mines, garrisons, and fortresses - one per object. This would allow you to have a total of more than 8 Heroes on the map per player, but the total number of Heroes actively operating on the map could not exceed 8 per player. This would increase the mobility of transferring troops along chains, and the process of planning actions would become more interesting for the player.
1. You know, you can complete the game without a walkthrough!
2. Would you prefer to move a huge distance in 1 turn with a huge and strong army? After all, the strongest stacks are the ones that slow down the hero!
3. Why are you so fixated on the number of heroes? Can you gather enough resources to have normal stacks in each army? No? Well, then what do you need it for? To have a bunch of heroes, each of whom even the weakest monster can send back to the tavern? :cool: