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Should features from previous installments be added to the fifth installment?
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I would like each race to have its own unique magic, and heroes on the battlefield. Then, 5 would be perfect. Also, more faces for the heroes would be great; when I play as the Stronghold, there's this fat guy riding an elephant, smoking a pipe – it doesn't quite fit. At least add some female figures.
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There isn't a fat guy there, but rather someone in a sarafan and veil... A separate magic for each race? And how do you imagine magic resistance then? This creature has 56% magic resistance to Academy magic and 32% to Gnome magic? That won't work... when there's some general magic where some are better at it than others, it's more interesting...
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eXeCuToR;113955
It's not a fat guy, but someone in a sarafan and veil... Separate magic for each race? And how do you imagine magic resistance then? Does this creature have 56% resistance to Academy magic and 32% to Gnome magic? That won't work... when there's some general magic in which some are better and some are worse, it's more interesting...
+1
And in general, there's no need to turn the fifth game into the fourth. Everything is well thought out in the fifth game, it just doesn't work ;) (because of bugs).
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Feanor;113961
+1
And in general, there's no need to turn the fifth game into the fourth. Everything in the fifth game is well-conceived, it just doesn't work properly ;) (due to bugs).

I agree, but I didn't notice that many bugs... which ones are you talking about?
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I don't know if this has been mentioned before...
It would be good to add:
1. Spells that increase/decrease the movement range of units.
2. A skill for developing neutral magic or something similar.
3. Some elements from the "Warlords" expansion, such as quest-related buildings, etc.
4. Magic that provides protection against other schools of magic, and corresponding new spells.
5. New towns.
Just my opinion...
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Drnik;113996
I don't know if this has been mentioned before...
We need to add:
1. Spells that increase/decrease the movement range of units.
2. A skill for developing neutral magic or something similar.
3. Some elements from WOG: new creatures, quest buildings, etc.
4. Magic that protects against other schools of magic, and corresponding new spells.
5. New towns.
Just my opinion...

1. I don't understand, are you talking about slowing down or speeding up? They already exist.
2. There is no neutral magic, so why would we need a skill for it?
3. Quest buildings already exist in quests, if I understand correctly what you're talking about.
4. This will be added.
5. Do you want to bring back all the towns from WOG? That won't work. It would contradict some of the existing ones.
I hope I understood you correctly.
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1. Slow and Haste affect initiative, not movement range. 2. I named Astral Gates, summoning creatures, and city portals this way. 3. In Heroes of Might and Magic III½, there are some caves, towers, ruins, etc., where you can't get a quest, but there's a mini-quest: you go in, and there's something like "turn left or right," and then they might attack you, etc. 4. I understood correctly. 5. Are all the cities in Heroes of Might and Magic V Haven? I don't know if Conflux contradicts that. Swamp isn't Haven; it might be in the game. But Cove and Bastion... I think it would be great to play as them in Heroes of Might and Magic V.
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1) Really?
2) ...
3) New creatures are needed, I agree. Many are missing from the previous installments.
4) Resistance spells from different schools of magic, like in Heroes 4: Order's Aegis, Death's Aegis, Chaos's Aegis, etc.
5) New towns are needed! Swamp and the Dungeon faction from Heroes 3.

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Yes, they affect initiative, which is why in the discussion about the new Swamp faction, everyone is only talking about reducing the movement range (this is like the slowdown/speed-up in Heroes of Might and Magic III)... which is exactly what's missing... sorry if I missed the fact that this could have been added in the expansions, although it seems to only affect initiative...
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Arandor;114023
1) Really?
2)....
3) We need new creatures, I agree. Many are missing from previous installments.
4) Resistance spells from different schools of magic, like in Heroes 4: Order's Aegis, Death's Aegis, Chaos's Aegis, etc.
5) We need new cities! Swamp and the Nighon (Dungeon from Heroes 3) would be great.

Now, explain to me, how would you combine Nighon and Dungeon? They fight over power in the Dungeon and for the liberation of minotaurs from the slavery of the elves. Too many races will negatively affect the game's balance. Swamp could work, but Nighon only if you think about it very carefully... Of course, the idea of two races in the Dungeon is cool, but I don't know how you would handle the troops and the hero characteristics.

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2DrNik, take a closer look; these spells definitely affect the movement range.
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Coming up with a concept isn't a problem (it's already done), but the characteristics, heroes, overall appearance, and so on – that's where you need to brainstorm, figure things out, and, most importantly, ensure the balance is right. And I wasn't suggesting combining them. I came up with a good idea with the Minoans. Regarding the power beneath the ground, yes. P.S. Sorry for the slight off-topic.

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Arandor;114049
Coming up with a concept isn't a problem (it's already done), but figuring out the characteristics, heroes, the overall look, and so on – that's where it gets tricky. You need to come up with ideas, understand the game, and most importantly, make sure the balance is right. And I wasn't suggesting combining them. I came up with a good idea with the Minoans. And yes, the idea of them ruling underground is interesting. P.S. Sorry for the slight off-topic.

Of course, I came up with something good. Nival should hire me! If the mages weren't desert dwellers, but lived like in Heroes 3, in the snow – that would be cool!
Step aside from the way of a better man than you
So you fall at his feet hes the one who betrays you
Its the servants devotion for the decay
Stand up

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Okay, okay, let's stop talking about the Swamp in this thread. As for the Nighon, they won't be able to get involved anymore. Nival took away their creatures, and I'm focusing on the Swamp. So, that's the problem with them! And I think they're not needed in Heroes 5 anymore!
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Well, why not? Maybe the dark-eared creatures get bored and lonely in the Dungeon, so they need someone else there...
Step aside from the way of a better man than you
So you fall at his feet hes the one who betrays you
Its the servants devotion for the decay
Stand up

There are no flowers on your grave
There are no chains
There I keep chanting for the forgotten name © Amorphis

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