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Stolen from AG.ru, a translation of a portion of new information.
Area control system
New creature production mechanic (no need for caravans) Creature dwellings will function as buildings that generate resources. Essentially, when you capture such a dwelling for the first time, you will receive the first batch of creatures, which can be immediately added to your army. Then, the building will function as a resource-generating structure, which means that each week it will add creatures to your total creature pool, just as a gold mine would add gold to your resources. These creatures will then be available for recruitment through the interface of cities and forts under your control.
City / Fort / Creature Dwelling Conversion
2D animated city screens This WILL be in the game!
Unique city buildings 2 slots and 4 buildings in each city, each with a different ability (economy booster, creature production booster, and granting special abilities on the adventure map and on the battle map). Having several such unique buildings in different cities increases their effectiveness (somewhat similar to markets).
General principles of the RPG system revision - Heroes can be men and women, warriors and mages; - Heroes have specific abilities of their faction and class; - When heroes gain a new level, they earn skill points that they can consciously spend on "general" abilities, organized by skill categories - they have complete control over their development - there is no longer a "probability-oriented" limited selection of skills offered to the player; - Heroes can unlock advanced classes, which will change their appearance and provide them with the most powerful ability;
More variety on battle arenas - Specific topography (different sizes and shapes for battle arenas); - Dynamic topography (battle on the coast, with a tide that floods the arena turn by turn); - Different battle objectives (hold position X turns, protect this sacred temple in the center of the arena, kill a specific group of enemies, etc.); - Boss battles!
Initiative system Returning to the H3 mechanic, but with an H5-like panel in the interface.
Fixed camera angle On the adventure map - to avoid camera rotation when searching for hidden items. Easier to control for players and map designers - feels like 2D navigation, but with the benefits of 3D.
No second / alternative creature upgrade
Artifact sets Nothing special - you collect them all and get a bonus.
Different types of terrain Jungle, Plains (summer and autumn), Lava, Wasteland (Necropolis), Dungeon.
Campaign structure 5 campaigns of 4 maps each, 1 for each faction, they can be played in any order, with an optional tutorial map and a mandatory prologue map.
O God of Earth and Altar, Bow down and hear our cry, Our earthly rulers falter, Our people drift and die, The walls of gold entomb us, The swords of scorn divide, Take not thy thunder from us, Take away our pride.