Armies of Light. Part 2:
https://mmh7.ubi.com/en/blog/post/view/armies-of-the-light-part-2
Translation:
http://forum.df2.ru/index.php?showtopic=27652&view=findpost&p=672183
Q&A - Age of Heroes:
https://mmh7.ubi.com/en/blog/post/view/q-a-age-of-heroes
Approximate translation:
A few days ago, Gary Paulin [GP], producer, and Xavier Penin [XP], lead game designer, played a Q&A game and answered some pressing questions from the well-known fan site Age of Heroes.
01) Based on what we saw on the Gamescom demo map, the creature models on the battlefield look very small. Also, by default, the battlefield view is very zoomed out, showing too much background graphics around the battlefield instead of focusing on the battlefield itself. Will you be working on improving this?
[GP] First of all, it is important to remember that all the cameras in the Gamescom build were only for demonstration purposes, to make it easier to take a screenshot and offer a broad view of our battlefields and creatures. We worked hard to find a good compromise between visibility and accessibility, but of course, Heroes VII includes a zoom in/out function in battle (and on the adventure map, of course), so you can choose to focus on what is really important to you: the actual battle and creatures!
02) What do luck and morale do in H7? Is there a possibility of negative luck for creatures in the game?
[XP] As mentioned earlier, we wanted to return to the roots of the core features of Heroes, and luck and morale were certainly among these key elements. Currently, we don't have much information to share on this specific topic, but in a few words: luck and morale do the same thing they always have. Positive luck gives increased damage; good morale gives additional "half-turn". Unlike Heroes 6, negative luck has been returned, and "probing" is synonymous with repeating an attempt or reduced damage dealt.
03) Will the map editor have the "Event" function again? The "Blue Ball" in the H3 editor was one of the most important features for all creators. Placing this single object allowed the creator to trigger ambushes, change morale, join troops, items, etc.
[GP] The "Blue Ball" is not returning... but it is evolving! Indeed, Unreal Engine 3 offers excellent tools for all map creators and modders. In addition to all the existing scripts in our database, fans will be able to create and share additional ones to enhance the experience. Thus, we hope to offer even more opportunities for everyone who wants to create new worlds and exciting adventures.
04) Will the primary attributes (Attack, Defense, Spell Power, and Knowledge) return, or will it be like in H6?
[XP] The primary attributes will make a great return in Heroes VII. Based on everything we learned from the traditional parts of Heroes, we decided to re-implement them, the only difference being the advancement of some of them.
05) How will the skill system work this time? Will skills return, and will skills be random when leveling up?
[XP] The truth is that we discussed the possibility of implementing a random selection. But in the end, we decided to let you choose which skills/abilities you want to unlock. So it will be a kind of mix between H6 (full control in your hands) and H5 (skills are structured in a wheel). We will be developing this point over the next few months on our Shadow Council website to give you more detailed information.
06) Will there be a random map generator or simultaneous turns in the main game?
[GP] As we already said in the Q&A on Celestial Heavens, we are spending a lot of time on the map editor. Right now, it is too early to reveal details, as there is still a lot of work to be done to achieve our expectations.
As for simultaneous turns, this is also on our minds. To date, we cannot confirm whether or how this will be implemented.
07) What will the city building trees look like? What Heroes games are they most similar to, and is there anything new about them?
[XP] The city building system is very similar to the one in H5, but it offers you a wider choice and more buildings affecting many aspects of the game. An article dedicated to this specific topic is planned in the coming weeks on our official website, stay tuned for updates!
08) Can you reveal more information about the combat units? What is new about them?
[XP] I am happy to say that I can reveal more information about the combat units! The new thing will be that they are a mix of creatures and war machines, destructible, purchasable, upgradeable... They are unique to each faction and offer different types of gameplay. Goodbye, one-size-fits-all catapult, hello to your own specialized support units.
09) How will the racial skill work this time? Will there be unique abilities scattered across the skills, as in H5? Will they have their own skill tree?
[XP] At the moment, we cannot give you all the details on this specific point, but of course, each racial skill will offer a specific ability, including various special related abilities. Example of a Haven racial skill (a robot in progress, of course!): Righteousness - "Whenever friendly creatures have good morale, all other friendly creatures gain +X morale, as long as they have good morale. This effect can stack up to the morale limit."
10) What can you tell us about the magic system?
[XP] The magic system in Heroes VII will be very close to the ones implemented in Heroes III and V. Unfortunately, this is all we can say at the moment, but don't worry, we will definitely tell you about it as soon as we can! (although we can confirm the return of mage guilds));
11) What unique aspects are you trying to implement in M&M: HVII? We have heard a lot about trying to bring back the best things from previous parts, but is there anything new that is truly unique to the Heroes franchise?
[GP] Well, you are right that we have mainly reported on "bringing back the best things from previous parts." The classic Heroes formula has proven its worth, and it is important for us to remain true to it, while trying to bring newness and a new flavor to Heroes VII. For example, we will bring a flanking mechanic to give more importance to the placement of creatures. Battle maps will use different sizes and layouts, forcing you to rethink your strategy and think about what is best in any given battle.
Added after 21 hours 53 minutes
M&M: Heroes 7 at Igromir-2014
https://mmh7.ubi.com/en/blog/post/view/m-m-heroes-vii-at-igromir-2014
Armies of Light. Part 3:
https://mmh7.ubi.com/en/blog/post/view/armies-of-the-light-part-3
Translation:
http://forum.df2.ru/index.php?showtopic=27652&view=findpost&p=672692