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Posts from Heroes 5 developers answer questions.

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20 years ago
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This topic is divided into two parts:
1. From the first post to the second are answers from the developers before release (old topic).
2. From the third post onwards, there are answers from the developers after release (new and interesting topic).
3. There is also this topic for discussing the developers' answers -> /topic/565/


On the official Nival Interactive forum, there is a thread called "Questions for the Developer," in which Nival PR managers answer fans' questions related to the game.
Here is a list of the answers provided:
- The main innovation of the project is accelerating the gameplay without sacrificing its quality or depth.
- The game will have a random map generator and a map editor. Will there be a campaign editor?:confused:
- Hotseat mode will be included.
- A Haven hero will be able to participate directly in battles on the battlefield.
- The issue regarding old heroes has not yet been resolved.
- Attack and defense types will not differ (as in Heroes of Might and Magic IV).
- The probability of heroes of the castle's primary race appearing in the castle is higher.
- Units are recruited once per week.
- The size of the battle field will vary depending on the size of the armies involved.
- The universe of HMM V and DMofM is the same.
- There will be no composite artifacts :(
- There will be no caravans in the game.
- The main storyline will be conveyed through cutscenes.
- The possibility of destroying cities and then rebuilding them is not being considered.
- We will take a hit, but we will endure, and whoever survives will get revenge. This is the combat system (as in HMM I, II, III).
- Trails left by the hero will only last for a few seconds and serve as merely a decorative function, contrary to what was announced earlier.
- The Grail will be included :)
- The Castle influences, among other things, the recruitment rate of units.
- The battle grid is now square.
- Water terrain will be present.
- Two different parameters, initiative and speed, affect turn order.
- Stewe Fokner acts as a consultant on many issues related to game mechanics.
Rob King is indeed writing music for H5.
- During unit upgrades, they lose some of their abilities. For example, an archer stops attacking area-of-effect targets.:(
- There is no concept of rounds.
Each unit takes its turn with individual frequency.
When Defend is activated, the next turn is received twice as fast; until the next turn, the unit has a bonus to its Defence parameter equal to 30% of its current value.
- There will be artillery in the game (ballista, first aid tent, ...)
- The Hero also has initiative like the rest of the units. Actions such as Flee/Surrender are only possible when it is the Hero's turn.
- There will be artifacts that provide a bonus to accumulated experience.
- There will be no element of randomness in spellcasting.
- There will be no prison in the city. But there will be one on the adventure map.
- Combat is not entirely turn-based – combat is real-time with pauses (ATB).
- The ATB scale is currently being reworked; its final form is still uncertain. However, it will likely be difficult to accurately predict the sequence of turns far in advance using it - only to assume with a certain degree of certainty:confused:
- Primary hero skills: Offence, Defence, Spell Power, Knowledge (the Russian and English names are not yet final).
- It is not possible to record demos in the game because the engine does not support this feature.
- Flying units move as they did in part 3, covering several cells.
P.S. That's all:) We can start discussing :)
Хронология вселенной Might and Magic
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On Heroic Corner, the developers' answers to GU's questions have been published. Here are the answers: About the new combat system The differences in the new combat system are more evolutionary in nature, and its main advantage lies in the undeniable variety of tactical maneuvers. For example, creatures in a hero's army now have an initiative level. The higher the level, the more often the creature will be given the opportunity to take a turn. In addition, the player now has the opportunity to arrange their warriors before the battle, according to the features of the terrain on the battlefield. It should also be remembered that each creature has its own unique characteristics. All this makes significant changes to the tactical model of combat, making it deeper and more serious. Siege of a Castle The size of the battlefield during a castle siege will be larger than the standard battlefield, which will create certain advantages for the besieged player. Walls are destroyed by a catapult, which is not controlled by the player, and ranged towers will deal additional damage to the army besieging the castle. In addition, each castle's walls will have their own special features: the walls of the Academy, for example, are surrounded by mines, and the Dungeon – by poisonous stakes. About magic Yes, theoretically, each hero can master any school of magic if they have a special skill. On the other hand, each of them will be predisposed to developing certain magical abilities, depending on their ideological preferences. This is logical – it is unlikely that a noble knight should find it equally easy to master the schools of Dark Magic and Light Magic. Well, the effectiveness of the spells used will depend on the hero's parameters and his special characteristics. About artifacts/composite artifacts If we are talking about the player creating artifacts, let us remind you that a unique feature of the heroes of the Academy is the ability to collect small artifacts if there is a special building in the city. These artifacts can be assigned to the warriors of the Academy army. This unique opportunity will be available in both campaigns and single missions. There will be no Orcs in Heroes of Might and Magic V at all. That's how it turned out… :) (White Hawk, we'll have to shoot ourselves :( :( :( ) We have a very positive attitude towards the activities of modders, and we think we will be able to satisfy their requests. But it is too early to talk about this in detail :). That's it :cool:
Хронология вселенной Might and Magic
Katrine
Третьи или пятые? Теперь Вы сами выбираете иконки
Диалоги с Модераторами
Сейчас играю в Diablo II LoD
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20 years ago
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Continuation of the topic, but this time with the developers' answers to questions after the game's release, while waiting for the first patch, map editor, and random map editor for Heroes of Might and Magic 5:

In the forum thread on the Nival Interactive forum, a regular developer from Nival shared some recent news regarding the development of the patch for Heroes of Might and Magic 5, which will be released soon, and also announced that the map editor for Heroes of Might and Magic 5 will be released no later than August, followed by the random map generator. Most importantly, according to the developers, they are reading the forum pages, and therefore all fan assistance in improving the game is not in vain.

Here are the facts obtained from the developer's post:
- The patch will be released very soon.
- The map editor will be released no later than August.
- The map generator will be released after the map editor.
- The developers are listening to fan feedback.
- An interesting answer to the question: "Are there any cheats in Heroes of Might and Magic 5?"
Because cheating is not a heroic thing to do.
- The balance will be refined with patches, and everything will be OK ;)
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Here are several quotes consisting of responses from the developers:
Developers
1. "When will the first patch finally be released?!"

I won't use general phrases about how work is boiling over in a sweat... etc., and so on. I'll be brief: Patch DJNJUT:E - ..No, it's not Da Vinci's code; we are encrypting while awaiting the official press release. But you've guessed that there's only a little bit left, right? ;-)


2. "When will the editor be released?"

...As for the editor, you'll have to wait a bit longer, as work is currently boiling over to transform it from a professional tool oriented exclusively toward seasoned developers into one that is friendly to the average user.
We will try to release the editor as soon as possible, as we understand its importance for a prosperous heroic future, and we will try to do this no later than August.
By the way, in "Three," which is constantly cited as an example, the editor also didn't appear immediately ;-)

3. "And where is the map generator?"

We plan to release it after the editor. I can't say more precisely yet.

4. "The forum developers don't read..."

They read, they read... Oh, how they read! They even share the best examples of folk creativity with each other. Not to mention that targeted work is being done to collect and systematize comments and suggestions – so you really can help us make the game even better.
It's true that developers write almost nothing on the forum, but I will try to the best of my ability to correct this regrettable omission and answer your most relevant and interesting questions as much as possible.

5. "I started playing and I don't understand why everything is so easy; where are the enemies and castles that you can build up as much as you want?"

You will have enemies, castles, and difficulties. The first campaign is indeed largely tutorial-based, although you'll have to strain yourself toward the end. And it will get even cooler after that, so practice on the weak and defenseless first...

6. "Why are the maps smaller than in Three? Why are there so few single-player and Multiplayer maps?"

Quantity, in fact, rarely turns into quality; more often it's the other way around, which is why we first strove to make good and interesting maps, even if they aren't many or as huge. In any case, once the editor is released, there will be plenty of maps – for every taste and size, including those from the developers.

7. "By the way, about Three – you modeled the game exactly after it, didn't you?"

It's better not to ask such questions so that the fans of Two, Three, Four, and other parts of the heroic epic among the developers don't fight each other while trying to answer.

8. "Are there cheats in the game, or rather, why aren't there any?"

Because cheating is not a heroic thing to do.

9. "In what language was the game developed: Russian or English? Why are there text errors in the Russian version?"

Essentially, all in-game texts were made in English as soon as possible since it's an international language and the Heroic series enjoys fame and love worldwide, so the game was developed from the start with global domination in mind. Well, and our French publisher still understands Russian poorly.
Since for most of the development process the game existed in English and most developers worked specifically with the English version, those regrettable errors crept into the Russian version that we simply didn't have time to catch – but we promise to improve ourselves and fix these errors with patches.

10. "Where is the balance?"

It exists!
Don't rush to draw conclusions about the strength or weakness of certain castles or hero development paths simply by comparing the characteristics of individual units or basing it on the results of a few random battles. In Heroes V, every side has its own strengths and weaknesses and its own special tactics capable of leading to victory.
Of course, balance will still be adjusted and refined, and that's completely normal, as the release of the game and the subsequent involvement of the general playing masses is what allows all weak and vulnerable points of balance to be identified, which no beta test would show.

10. And finally, the most important thing: "What is a tank doing in the game?!"

Everything's fine – it's an elven one!
Developers
Quote:
Message from Garlok
Want questions? I have some.
...Will there be, as in Three, a second type of hero oriented toward development in another direction?


No, it's not planned for now.
...In general, the existing system is oriented so that the playstyle for different castles differs significantly: castles are tailored to heroes and vice versa. In principle, if you want, you can hire other heroes; you just have to keep an eye on morale.


Quote:
Message from Maximillian
Question: if the release date of the first patch is not being publicized yet, can we find out its approximate size?

The size of the Russian patch is ~ 39mb


Quote:
Message from Jonny13
I would like to ask a question: how do you feel about the already quite large number of same-made mods posted on respected resources (such as heroes.ag.ru and celestialheavens.com)? I still don't install them due to fears that the patch will then be installed incorrectly.

We feel good about it, in the sense that if people are making mods, it means the game is of interest. :-)
As for their functionality, naturally, that is on the conscience of their authors, and since the mods are unofficial, no one guarantees their compatibility.
The patch should indeed be installed on a "clean" distribution to avoid possible problems.

Quote:
Message from ArtX
Main question for the developers - will the interface be improved? After all, it's not the most convenient right now.

It will be improved, but not fundamentally redesigned.
Accordingly, we are interested in your feedback about it, but not in the style of "everything is bad," but with specific comments and suggestions. (Only, please, not here, but in the wishes and bugs thread)

Quote:
Message from ArtX
Second question: why are there so many "Test" folders in the resources - didn't you have time to clean them up before release? And there are untranslated texts...

Cleaning them up during the pre-release period was not our priority, as they do not significantly affect the size of the distribution or the consumer qualities of the product. Moreover, not all resources marked as test are actually so, and any cleaning conducted in a tight timeframe can lead to unpredictable consequences...

Quote:
Message from Gryph0n
Oh, could we have the generator earlier? Otherwise, we'll finish all the maps — and then what?

Don't worry about the maps: As I already wrote, we will try to release the editor within the next two months - and when it is released, plenty of maps will appear on the Internet.
A good generator is a labor-intensive thing, so it takes time to make one. For now, our priority is the editor.

Quote:
Message from Dracul
Will an option allowing alliance play via hot-seat be included in the patch?

In the current patch - no. Possibly, this will be done in subsequent ones.


Quote:
Message from Eilassie
Tell me, honorable sir, why not a word about the new castle??

What castle? (that's already two whole words)


Quote:
Message from march_cat
1. Will the informativeness of the interface be improved, specifically how many resources are missing for an upgrade - troop training, and the ability to actually read what buffs/anti-buffs are applied to a creature?

We are working in that direction :-)

Quote:
Message from march_cat
2. Regarding Ultimate abilities... At the moment - they are like communism - seemingly on the horizon - but practically impossible to achieve...?

Exactly: That is the party policy!


Quote:
Message from KFOSTER
1. Will there be an opportunity in a Duel to build and recruit an army yourself?

A similar idea is being worked on - but not in the near future.

Quote:
Message from Neutral Unit
1. In which patch is network play planned to be stabilized?
2. Is the introduction of set artifacts planned, and if so, when - in patches or add-ons?
3. Actually, I'd like to hear something about add-ons (Just don't tell me you aren't planning anything of the sort).
4. Is an expansion of spells planned (not standard, a couple or three, but something more significant)?


1. Game stability, including network play, will increase with each patch.
2. Maybe.
3. Neither Nival nor Ubisoft have officially announced any add-ons.
4. Which specific spells are you missing?
Quantity, as I already said, rarely turns into quality: the more spells there are, the fewer differences between them. It's like those same Dendy cartridges: "1000 games on one cartridge!" ;-)

Quote:
Message from Frig
"Bringing the ghost of a question to the appropriate topic form".
What will happen with cheats?
Will they stay, or be eradicated?


They will be eradicated as much as possible.

Quote:
Message from Gadji05
1. Will a hero "doll" (character sheet) be added?
2. Will there be an option to exit/load the game in combat mode?
3. Will the ability to view the "kingdom" be added?
4. Will there be mega-monsters in the game, like Azure dragons, fairy tale dragons, etc.?
5. Will it be possible to view hero specialization during scenario creation? Because synonyms don't point very accurately to heroes' special abilities.
6. Will set artifacts and specifically the cloak of the king of same-undead and cursed armor be added?

Thanks in advance for the answers.

1. Doll - Unlikely. What is its functional use?
2. The ability to exit/load the game in combat mode will be added in the near future.
3. Most likely it will be.
4. Not planned for now, although, in principle, it could be.
5. We'll think about it.
6. Sets will probably exist in general. As for which specific ones, it's too early to say.

Quote:
Message from LkGhost
I would like to know the fate of the "portal to city" spell; will it have a choice of city or not?

"Portal to city" with a choice of city is a cheat. Everyone will strive to have it, and where is the variety then?

Quote:
Message from Alfa-R
I would like to better understand the game mechanics.

A more detailed manual including game mechanics is currently being prepared. It will be posted separately for download in the foreseeable future.

Quote:
Message from Fog of War
Could an item fixing the battlefield size be added to Game Options?

Why? What's wrong with the existing system with two sizes: Normal\Siege?

Quote:
Message from Gryph0n

Will it be possible to use the spacebar to enter/exit the current building? Will hotkeys be customizable?

Why specifically the spacebar? Now, for example, "Esc" is a universal hotkey for exiting most interfaces.
As for customization, hotkeys are already customizable :-) In the Profile game folder, in your profile, there is an input.cfg file that is easily edited.

Quote:
Message from Woodcat
Will the interface be improved/changed to be more friendly:
Adding buttons (for example, wait -- in battle, sleep -- on the map)


Specific things in the interface that cause many complaints will be improved. Also, some new interfaces will be added in the future.

The Wait button will be there.

Why put heroes to sleep - this isn't a Tamagotchi :-) Turn off the reminder about remaining movement points, put the Hero aside and that's it.

Quote:
Message from Woodcat
Will the font change?

The existing font was chosen by UBISOFT. You can try asking them :-)

Quote:
Message from Stud_NPN
Do you play your own creation? Do you hold Heroes tournaments in your office?

Of course! Though we haven't held any tournaments yet.

Quote:
Message from [N
CTAC]Is work being done on the "hero skill wheel" specifically...

Regarding ultimate abilities, I already wrote - that's why they are ultimates.

Regarding balance in general and the balance of perks and abilities in particular - there is no limit to perfection here and it will still be corrected, but carefully.

Quote:
Message from Vormis
Will there be a hall of heroes (I think that's what it's called) in the patch as in previous parts?

You mean "Hall of Fame"? - In principle, it is planned to be added.

Quote:
Message from razor515
I would like to understand why it wasn't possible in the official Russian release to allow the player to set English text if they wished.

Because this is Russia and Russian is our native language :-) Localized versions of Heroes for other non-English speaking countries also do not contain English - generally, this is standard practice.

Quote:
Message from ryran2006
Will there be new maps in the near future (meaning a couple of weeks), as almost all old ones have already been completed on the hardest level?
I'm afraid if new maps don't appear, interest in the game will vanish long before August, when you intend to release the map editor.


New maps will be in the second patch, so quite soon.
Regarding the editor, by the way, I didn't say it would come out specifically in August, but that we would try to release it *by* August, meaning June-July.

Quote:
Message from f1driver
Is the possibility of playing via direct IP planned?

With the first patch, you'll be able to play over a segmented network. As for direct IP, we aren't planning it for now. If there are many requests, we'll think about it.
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Below are new developer responses to questions regarding fixes and the future of Heroes of Might and Magic V.
Old Boy
Hello everyone!
1. What is the developers' policy regarding polishing the game?
Good question! :up:
Generally, the development policy for the series and Heroes V in particular is determined primarily by UBISOFT as the owner of the rights to this game universe and, even more so, as our publisher.
Development prospects, in turn, depend on the sales volumes of licensed versions of the game worldwide...
It's too early to talk about possible add-ons. As for patches, we actually plan to make them more than just patches; that is, they will not only fix technical bugs but also develop the game by introducing new features and elements. In general, we intend to release patches approximately once a month.

2. Why did it take so long to release the first patch?
Strictly speaking, this question doesn't belong in this thread, but since I've had to read quite a few fantastic assumptions on this topic—ranging from it being some kind of marketing calculation to us delaying the patch solely out of spite—I want to clarify that all this additional time was spent on nothing other than testing the patch (or to be precise, several patches for different versions of the game), identifying bugs, fixing them, and testing again... :) It is a long, painstaking process that isn't always easily predictable, as the most serious bugs tend to appear just when it's thought that everything is ready and press releases can be printed—that's Murphy's Law for developers ;-)

3. What will be included in the next patch? (The question was actually about the first one, but since it's already out, I'll tell you a bit about the subsequent second and third ones)
The second patch, which should be released toward the end of June, is mainly aimed at improving Multiplayer, both in technical aspects and Gameplay. New multiplayer maps will also appear in it. It's hard to say exactly how many new maps will be in the second patch itself, but essentially, from the moment of its publication, we will start regularly releasing new maps individually without being strictly tied to subsequent patches.
The third patch, planned for the second half of July, will primarily contain an editor. By the way, enthusiasts will be able to create not only individual maps but entire Campaigns.
Naturally, both patches will contain technical fixes and some additional game elements.
In the patches, we will also continue working on improving AI and balance.

4. Will the patches be cumulative or must they be installed strictly one after another?
A final decision has not been made yet. Most likely, they will be cumulative.

5. On the world map, some objects are often covered by others—is there a plan to add a transparency setting?
Not exactly a transparency setting, but we are thinking about an alternative solution.

6. Is the current map size in the game the maximum size, and is there a plan to increase maximum map sizes in the future?
In the editor, maps of the following sizes can be created:
Small – 72x72
Medium – 96x96
Large – 136x136
Extra Large – 176x176
Huge – 216x216
Currently, Small and Huge sizes are not used in the game.

7. Will there be female character models?
No, none are planned for now.

8. Is it possible to create an in-game encyclopedia of the heroes' world, i.e., one that can be called up directly from the game?
The idea is good, of course, but considering the expected volume of such an encyclopedia, I'm afraid it would be difficult to implement... In principle, if you print the most relevant pages of the detailed same-game Manual currently being prepared, it would probably be even more convenient than constantly switching to a separate screen for a hypothetical in-game encyclopedia.

9. Doll! Doll! Doll! ...Slots! Slots! Slots! ;-)
As I've already said, we see no practical sense in having a character "doll" in the inventory window—let me try to explain why: The thing is, Heroes is not an RPG, where such a "doll" is standard because collecting various loot and constantly equipping and re-equipping your character is practically the core Gameplay. It must be understood that artifacts in Heroes are not the same as armor and weapons for characters in a classic RPG. In a classic RPG, a character without armor and weapons is not just incomplete, but practically non-viable, whereas in Heroes any hero can exist wonderfully and even win without any artifacts—meaning artifacts here only serve as bonuses; accordingly, the hero's inventory is nothing more than an auxiliary screen.
As for artifact slots, their number was consciously reduced because a situation typical of large maps—where a hero carries several boots, swords, etc. simultaneously and all of them give various bonuses—is not only strange but quite detrimental to balance, allowing for the creation of completely absurdly powerful heroes.

10. Is it true that Nival studio did the voice acting itself?
If you mean whether the developers themselves spoke into the microphone—no, those were actors :) And generally, the Russian voice acting was done by our colleagues.

11. Will the overall informativeness of the interface be increased?
- Descriptions of creature abilities (? )
Descriptions of creature abilities should appear in the second patch. (Actually, these descriptions already exist in the game, but unfortunately, they are not displayed anywhere yet)
- Descriptions of magical effects cast on creatures (? )
Double-clicking the right mouse button on a selected creature shows the magic effect cast upon it. As for a detailed description, we don't plan any for now.
- Tooltip: where units will shift on the ATB when a spell is cast (? )
There definitely won't be such a tooltip.
- When viewing abilities, show which other abilities they are needed for (? )
Actually, we consciously hid information about hero upgrade paths because, in our view, it's roughly the same as reading Walkthroughs before playing missions. Therefore, we don't plan to introduce such tooltips directly into the game, but corresponding information is planned to be added to the user manual describing game mechanics that we are currently preparing for release.
- Clarifying information directly on heroes, specifically their initiative and damage dealt (? )
The initiative of all heroes equals 10. The damage dealt by a hero is shown when selecting the attacked creature.
- For some heroes, specify in the description exactly how their innate ability modifies with level (? )
This will be done in the future.
- Will spell power be shown in the spellbook outside of combat as well (? )
Unlikely. I understand this refers to combat spells; accordingly, information about their power is primarily needed during combat.

12. Why are there so few neutral monsters in the game? Will there be mixed neutral squads?
Neutrals—that is, creatures not belonging to any of the castles—are no fewer in Five than in the originals of the third or fourth parts. As for mixed squads, perhaps we'll do it (At least personally, I like this idea :) ).

13. Will there be rated duels, or only practice?
Rated duels will be available. In general, by the end of summer, we plan work on a serious improvement and development of the duel mode. We've already gathered quite a few interesting ideas regarding this—one of the highest priorities is, of course, introducing the ability to create your own same-duel presets.

13. Will there be new castles/units? Will there be an additional alternative upgrade for creatures? Will the appearance of some creatures change?
In patches, no new units, and even less so new castles, are planned to be introduced, for quite obvious objective reasons, I think. It's too early to talk about possible add-ons. :cool:
Alternative upgrades (i.e., a situation where you can choose which creature to upgrade an existing one into) are bad because, in reality, it would likely end up being own "no-alternative" choice, as between two creatures to choose from, one will still be better than the other (otherwise they would be practically identical).
Appearance of some creatures? - Well, I don't know :-)

14. Will it be possible to use the same sophisticated scripts in the editor as those currently used in Campaigns?
Actually, when I said that the editor is being brought into a more user-friendly form for ordinary users, I didn't mean that we are now busy diligently cutting its functionality :surprise: . All existing capabilities will be preserved, including the ability to use "sophisticated" scripts and create entire hero campaigns :up:

15. Will the game be further optimized for laptops?
As I mentioned earlier, the first patch will fix a bug preventing Heroes V from launching on many laptops and generally on hardware with integrated video. As for optimization itself, laptops as a whole are objectively inferior in performance to desktop computers of formally the same level, and some special optimization for laptops is unlikely to be possible. Check this: If other modern games also run poorly on your laptop, then the problem is clearly not Heroes. So it's more a question for hardware manufacturers... As for general game optimization, we have certainly worked on it, and will continue to fix corresponding bugs as they are discovered.

16. Will other field sizes be introduced besides those already existing?
In the foreseeable future—no. Field size very strongly affects balance and the game as a whole, so you can't just add or change something here. It's enough to say that existing sizes were selected over quite some time and through fierce arguments.:insane:

17. Will some creatures hate others?
Possibly, we'll set them against each other in the future, but not for now. :)

18. Will new hero classes be introduced?
No, none are planned for now. This would require a serious balance overhaul.

19. Will duels be returned to Hot-Seat mode, and LAN to Ghost Mode?
Unlikely.

20. Will HOMM 5 be released for other platforms? For example, Mac OS?
For Mac OS, yes. None are planned for other platforms yet.

21. Will there be changes in creature characteristics? Why are level 7 creatures so expensive and weak?
In principle, individual changes are possible for the sake of balance, but they're unlikely to be fundamental.
As for the cost and relative weakness of seventh-level creatures compared to previous games in the series, this was done consciously. The thing is, in previous parts, highest-level creatures were so ultimate that simply possessing them practically guaranteed victory over an opponent who didn't have them, not to mention defenseless neutrals, and made lower-level creatures unnecessary. In the fifth part, however, you can win by betting on a large number of relatively low-level creatures, meaning you can choose between a numerous or high-level army, and this choice is not always obvious. The appeal of seventh-level creatures, considering their price, lies more in their special abilities than in being the main striking force.

22. Is it possible to make an optional disable for the castle fly-over when entering a city? Will the building interface in the city be redone/improved?
Disabling the fly-over will be done. There are no plans to radically redo the city interface. Fixing something—possibly...

23. Why aren't there beautiful texts in frames saying an artifact was taken, etc.?
The thing is, such texts were read once, maybe twice, and then simply skipped by most players, so it was decided to sacrifice them to speed up the Gameplay.

24. Why is it so hard to level up ultimate abilities? Why can't all heroes level them up? Why aren't they equal to each other?
Roughly speaking, ultimate abilities are summoning abilities—a pleasant but not mandatory bonus that can be obtained by the end of the game as a reward for extra effort; that is exactly how they should be perceived and that is why they are so hard to get, and why no path leading to their acquisition is shown in the game. Getting these abilities is like hitting 10 out of 10 targets at a shooting gallery :super:

25. Did we have ideas that for some reason didn't make it into the game but could have improved it?
Ideas, of course, there were. For example, simultaneous turn mode, which was originally planned, but simply ran out of time due to its complexity.

26. Where should we write our suggestions for the game if not in this thread?!
Actually, this thread was intended not so much to collect endless lists of game suggestions (there are more suitable places for that http://forums.nival.com/rus//topic/28106/), but rather for answers to the most relevant, interesting, and concerning questions, for direct communication and direct speech, and as a place where we could share our vision of the heroic past, present, and future, slightly outside the boundaries of official press releases ;)

Private:
1. Warlock cannot get Resistance because the prerequisites for it fill all 3 slots in Defense and there's no room left for Resistance itself or Counterspell, for which Resistance is a prerequisite.
Yes, this is a known bug. We have already fixed it.
2. What does the "Weakening Strike" ability do in the Knight's ability tree? Doesn't it improve a demonic ability?
For the Knight, it improves an analogous knightly strike. In the Russian version, it is called "Oversight".
3. Will Axel (Klaus in the English version), the Haven hero specialty, be corrected anytime soon? Currently, it looks like a legal cheat (at level 20, cavalry bonus of 50% damage for every cell traveled).
I'm not sure about "anytime soon," but we are working on it.
4. Will the bug preventing reaching level 4 of ancestral skills be fixed? For Academy—Greatest Artifact Master. The same "Pendant of Mastery" artifact solves the problem... Meaning the ability works.
This is not a bug, it's a feature :shuffle:
5. Will personal skills for some heroes be changed? For example, Nura's "Mana Replenishment" blocks all hopes for career growth. Same as Maahir and Necropolis Zoltan.
We will check and fix if necessary.

PS. "Calm! Just calm...!" (c)
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20 years ago
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And here's some more useful information from Nival:

Quote:
Originally Posted by Eilassie
"melancholy and sadness" For the third time I'm asking - will there be snow and an engine change?



Well, since you're asking for the third time...
There will naturally be no changes to the game engine (how do you even imagine that ). Snow will be added.

NecroFill1. Is it planned to allow playing duels over a hotseat connection, and not just over LAN?
2. Is it planned to add the ability to create your own hero and assemble an army for a certain amount in duel mode, instead of only playing with pre-set combinations?

P.S.: These questions may have already been asked, but I haven't seen any answers... although, in principle, this problem is obvious...


It will be possible to play duels over a hotseat connection in the next patch.

We've already talked about the possibility of customizing presets for duels: In principle, it is planned for the future. The specific mechanism has not yet been determined.

Quote:
Originally Posted by Gryph0n
Maybe then ALL heroes will attack at range? It's just a matter of graphics... Give people a crossbow and etc...

This would require at least additional animations ;-) Besides, it's unclear: if a knight shoots during a siege, why does he run around on a regular battlefield? And if he shoots worse than he runs, then that's again unfair compared to true archers. So it's not that simple.

Quote:
Originally Posted by Gryph0n
Really? Has no one really asked for an "overview of the kingdom"? Then you haven't been reading the forum carefully.


The question was about "Overview of the Land," and the answer was accordingly about that. I can't say anything about "Overview of the Kingdom" yet, but there are indeed many requests for it.

Quote:
Originally Posted by Eilassie
If I create a female model for you in Maya, will you ban me for copyright infringement?


Any amateur, non-commercial modifications of the game that do not defame Heroes, Nival, or Ubisoft, do not harm anyone, and do not violate the rules of online play are welcome :-)
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20 years ago
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Lots of interesting information and all from Nival Interactive:
Old Boy
Greetings everyone!

Apologies for the slight delay in responding - there were reasons for that...
And, by the way, a sincere request for the future - do not write your questions in capital letters - such questions will be ignored.
...Now let's continue:

1. Why is it impossible to sell artifacts?

One of the features that we simply didn't have enough time for. Perhaps we'll do it in the future…

2. If artifacts are not a vital part of the game, then why do they repeat? This point has always been irritating. An artifact is called an artifact because it should be a single specimen.

That's exactly why they repeat – because they aren't the most important :) They repeated in previous parts too…

3. Will artifacts that give, say, +1,+2,+3 mana per day be introduced into the game, as well as artifacts giving +1 sulfur or crystals or mercury etc., or an artifact analogous to the "Horn of Plenty"?

It's hard to answer such questions definitively, as similar things are not planned far in advance, and if they are, they can change several times. When it comes time for new artifacts, that's when we'll select bonuses for them. Theoretically - everything is possible ;)
By the way, regarding artifacts giving +1, +2, +3 mana per day: currently there are artifacts in the game that give +1, +2 Knowledge, which provide +1, +2 mana per day (besides simply increasing its pool)

4. Is it possible to remove the default abilities given to heroes? Skills are normal, but some abilities deprive certain heroes of the ability to level up their ultimate.

I repeat: leveling the Ultimate is not mandatory at all. It was intended specifically as optional. It can realistically be leveled only in greenhouse conditions, i.e., playing on a large map against a computer opponent – playing against a human, you're unlikely to develop that way. Playing the campaign, if you manage to get it at all, it will be around the last mission, which is quite beatable without it. We do not plan to make obtaining it easier, as it is specifically ultimate, and if there were guaranteed ways to get it, everyone would immediately focus on getting it, and any game would boil down to a race for the ultimate. For the reasons described above, we see no problem in the fact that some heroes cannot obtain it at all, and we do not plan to specifically fix this here.


5. Why did the esteemed developers come up with a new world and scenario instead of using the old one? Why reinvent the wheel? Especially since the old scenario had its own advantages, as well as many beloved heroes.
Old heroes like Crag Hack and Sandro are often mentioned in the game. What is the connection between the old and new worlds?


The new world and scenario were created by UBISOFT, based on the fact that the history of the old world had already become quite tangled in previous parts, and so many contradictions and inconsistencies had accumulated that continuing it was becoming problematic… The connection, as you noticed yourself, is mainly in the heroes.

6. Tell me, why does the description of units and their capabilities on the website not match the game?

In the game, during the balancing process, unit characteristics and their abilities often changed – I imagine it was problematic to constantly track this process on the website. In any case, the website is not a detailed manual for the game; it only gives a general idea of it.

7. Can we get an exhaustive answer regarding the return of Dark Knights?

We do not plan to return them to the Castle.

8. Will it be possible to capture enemy siege engines?


Unlikely

9. Why do vampires restore their numbers when attacking undead?

In our game, as you may have noticed, vampires don't suck blood, but feed on energy – life energy, in the case of the living, or magical energy that makes dead flesh move, in the case of the undead. One could even argue which energy is more powerful.

10. If for some reason you cannot make a doll, then I beg you, tell the truth!!!

Truth about what? Why it wasn't made? - I already explained: you may not believe me, but we didn't make it because we didn't consider it important whether there would be a doll or something else in this interface… Perhaps we will still make it later, although we don't guarantee it.

11. Why does the hero ride through walls on a spirited horse during a castle siege?

If this weren't the case, heroes attacking from a distance would have an unjustified advantage over melee heroes during a siege. And depriving all heroes of the ability to attack during a siege would be unreasonable. One could, of course, come up with some complex scheme, but we were limited in time to reinvent the wheel where it wasn't necessary

12. Necromancy: is the possibility of raising zombies or ghosts (in smaller numbers than skeletons) foreseen?

We had similar ideas before and perhaps we will still implement them…

13. Why were "donkey" ears given to "good" dragons? For a joke?

Perhaps the dragon ate too many elves, perhaps in childhood it was often pulled by its ears… And in general, how do you know what the ears of a real dragon should be like? :shuffle:

14. Is there any plan to update the game to version 1.5.4.3 (1.543)? Are there people on the development team who understand the essence of my question?

There are no such people. There were several assumptions. Thank you for the quiz. The question remains unanswered.

15. I just can't understand what animate dead is doing in summoning magic? It would be more logical to put it in dark magic.

Oh, that's a long story… In short, that's how it happened historically :)

16. Was the gameplay specifically turned into a wall-to-wall action with a stupid computer that loses when outnumbered 5-6 times? Yes, certainly, tactical possibilities are slightly wider, but in practice this manifests in the fact that by the tenth reload I KNOW EXACTLY when and what needs to be done... otherwise - only on major holidays. I assume a review of the model is not planned?

The AI is, at the very least, no worse than in previous parts of the series. And by abusing reloads, you can win even against a supercomputer. I didn't understand what was meant by "stupid wall-to-wall action" given "expanded tactical possibilities"… :rolleyes:

17. Why is stone skin, for example, cast on all units, but the same destruction beam only on an area? Although when selecting the corresponding skill, it says the spell will be mass.

Because the destruction beam is fundamentally more powerful. Its effect stacks. As for the description, we'll check it, and if there's a mistake – we'll fix it.

18. Is it possible to introduce "Ambiguous" spells into the game that improve some unit parameters and worsen others? Is it possible to introduce a corrosion spell that would deal increased damage to mechanisms and elementals?

The same as with artifacts. If we add new spells, then theoretically their effects could be anything, including those listed above, but since we aren't adding any for now, fantasizing about this topic is pointless.

19. Why does your vision not involve dividing heroes into warriors and mages within a single faction? After all, the entire skill system is conceptually aimed at the fact that different types of heroes can be raised. In practice - ONE effective strategy in each faction and practically no options... What kind of warrior, for goodness sake, is a hero with 12 attack, 0 defense, 10 spell power and 3 knowledge... We know how to hit, but not how to block... We can cast magic reasonably well, but only a couple of times, we don't know any more...

Firstly, you are exaggerating: it takes effort to develop such an unbalanced hero.. - Although, of course, he will most likely have an advantage in attack or defense, but that is exactly normal. Secondly, you can perfectly well hire heroes from other castles who have the specializations you need. And if, as you want, all castles initially had both warriors and mages, then the differences between castles and their original tactics would be partially neutralized.

20. Hello, I want to know from the developers what program was used to create 3D characters?

To create all 3D objects, including characters, MAYA 6 was used

21. Tell me, is this intended or just a flaw: when you try to upgrade creatures in the Tower of Upgrades (I don't remember how it's called in the original) and there aren't enough resources for an upgrade, it doesn't say which resources are missing and by how much?

It can be considered a flaw

22. Esteemed developers! Could you briefly formulate (if it's not a secret, of course) the task Ubisoft set before you (for example, maintaining some connection with the previous series, refining the skill system of 4, leaning towards multiplayer and so on)?

It's no secret: The main task is the revival of the series after the well-known events. Uniting fans of the third and fourth parts, and attracting new players is desirable. Initially, the publisher wanted a revolution in gameplay, but gradually they agreed on evolution, synthesis, and combining the best from previous parts of the series.

23. If, as you write, "the Russian version was crept into by those annoying errors that we simply didn't have time to catch – but we promise to improve and fix these errors with patches", then maybe you could help people like me (there are many of us) and give a person who bought the licensed game the ability to CHOOSE the language?

Do you know many licensed games published in Russia (excluding MMORPGs, which aren't localized in principle) where such a choice exists? I personally don't recall a single one (although perhaps there were a few once). Such are the rules of the market and the terms of agreements with publishers. And it would be strange to release a Russian game on the Russian market in English. As for text errors, most of them have already been fixed in the released patch.


24. In interface design there is a whole set of CONVENTIONS that have long been established and recognized by all. For example, [Enter] = OK, [Esc] = Cancel. Why are this and many other conventions violated by you? Similarly with right-click tooltips - they are almost everywhere (even over the OK button), but not where needed (number of creatures in an outside building etc.).

Actually Enter and Esc are used exactly as you say in most interfaces. I find it difficult to answer regarding other principles since you didn't specify them. As for tooltips on the number of creatures in buildings, I might be wrong now, but I think they weren't in previous parts either – at least not in 3. I agree that the more tooltips, the better, but everything takes time, and by setting priorities in development we are sometimes forced to sacrifice such things or leave them for patches.

25. Why does the main road to the Haven castle end up against a wall section when approaching it, with neither a gate nor a door there?

Perhaps such an unpleasantness happened on some map, but generally the castle has gates and usually the road leads exactly to them.

26. You said you would support modders. How is this manifested?

In the editor, which we will try to release by August, it will be possible not only to make maps but many other things, though it's too early to say specifically what ;-) Furthermore, we specially made the game resources open so that they could be edited without additional difficulties (with some restrictions regarding network play). After the release of the editor, we will try, as much as our strength allows, to answer pressing questions related to it on our forum (naturally a manual for making maps will be attached to it). As for official support and its forms, the publisher and I are still thinking about this issue.

27. Will anyone from Ubisoft be here (naturally, Russian-speaking)? Since you cannot answer some questions, like the one about the addon for example, let them come and answer themselves. At the same time they will see suggestions.

If we cannot answer some questions now, it means that TOGETHER with UBISOFT we are not yet ready to answer them for some reason.
I would also note, by the way, that thanks to this topic the Russian gaming community currently knows a bit more about the future of Heroes than everyone else, because we naturally try to share as much possible information with you.
As for Russian-speaking French colleagues, firstly, as far as I know, there are none, and secondly, I wouldn't count on their talkativeness ;)
As they say: Everything in its own time

28. Question-suggestion: can a "Use System Font" checkbox be added to the settings - then the player could choose themselves? By the way, a system font would likely help offload the processor on "minimal" machines.

Implementing this as a setting is technically difficult. Moreover, the existing font was chosen and approved by the publisher as the only correct one…

29. What about building your own castles, like in HOMM3.5? (i.e., a hero can destroy any city and build a city of their race in its place, with 2 conditions: A. break 1 building per 1 day (just like construction). B. absolutely all buildings must be broken to change the castle's race).

Although this was done in HOMM3.5, in our view it somewhat contradicts the original concept of the series, so for now we do not plan to introduce such a possibility. Although I think that modders, configuring the game for themselves, will be quite able to add such a possibility to the game…

30. A question arises about the hero. Why give him the ability to shoot/hit? It's somehow unclear: if we take HoMM III he should peacefully smoke on the sidelines, occasionally casting something; judging by 4, when is he supposed to charge into the field to receive and deal damage left and right?

Well, we weren't making 3 or 4, but 5! :super: Therefore, having analyzed the advantages and disadvantages of both approaches, we hope we found the most balanced solution, where the hero is active enough in battle, but nevertheless cannot do without an army, as was the case in 4.

31. Are the developers, i.e., Nival, entitled to influence the success of the Game, express disagreement with some ideas/prejudices of the publisher, introduce (at least for consideration) their own ideas aimed at increasing the popularity of the fifth part of Heroes and so on?

Yes, of course! We worked together on this game and argued a lot about various issues, which in the end only benefited the game. In some places we managed to defend our point of view (like keeping the turn-based mode), in others we accepted the publisher's point of view (like increasing the arena size), but more often we came to a good joint solution.
There are enough fans of the Heroic series among the developers, and in general we have always put more into our games than just money or time, otherwise why would we do this? – After all, there are easier and faster ways to make money. And in general, differences in points of view on some things and related emotions are absolutely normal when people care about what they do.


32. How accurate is the skill wheel currently used by everyone?

A localized "skill wheel" available for download is posted on our website – we can vouch for that one. In those I've seen online before, there were some errors.

33. Will a function to disable animations on the world map be introduced?

There is no particular point in this, as by our estimates it consumes few resources and even on weak machines its disabling will not give a noticeable performance boost.

34. A question for the map makers: do you play what you make yourselves? Because I have no words regarding the Legacy map - only emotions!!! You leave the castle and almost at the entrance there's a guard of solid dryads and archers. And guarding mines with druids and archmages on Exile is just funny... and sad...

Firstly, of course they play, and more than once. Secondly, I specifically looked at these maps now – everything is normal there. Dryads and archers are only level 1-2 creatures. Druids and Archmages on "Exile" guard gold mines, which also fully corresponds to the balance: such reward - such guard…

35. How many people do you have working on testing? And especially, testing the patch?

Both we and UBISOFT are involved in testing the patch. I find it difficult to name the number of testers at UBISOFT since I don't know exactly (but there are many), and our number is also difficult as such information is usually not disclosed, but they exist ;-)
Another thing is that unlike consoles, where everything is the same for everyone, computers and software (drivers, current OS state) are different for everyone, and many bugs encountered by certain users we haven't seen ourselves and cannot reproduce. Naturally we work on fixing errors, but not everything here is as simple and fast as one would like.

36. Why can other races, having captured a Haven castle, effectively use training?

We will fix it.

37. Approximately how much time went into creating the plot for the campaign (in my opinion this is the most successful part, just super)?

It's hard to say how much time was spent directly on it at UBISOFT, but in general, its development and approval took several months. Then, of course, it was further corrected during implementation.

38. Why does the "Defense" skill (10%, 20%, 30%) turn out to be cooler than "Offense" (5%, 10%, 15%)?

Not cooler :) In reality, the first strike already has a very great significance in battle, and receiving an additional 30% bonus on it is too much. Now, for defense +30% at maximum is normal. Offense, in general, is always by definition stronger than defense, which is why the bonus numbers are corresponding.


39. Will there be a converter for old saves so they can be loaded after the patch? If yes, then when? If no, then why?

Actually they can be loaded now - it's just that if something was fixed on this specific map, you probably won't see the fix. But in the next map (if we are talking about a campaign) everything will be normal, so there is no need to start the game over. Therefore we see no need for a special converter.

40. Would it be better to remove the "possible damage" tooltip in battle mode? I look at the scale of who moves when, I look at possible damage and whether they will retaliate, I skip the weak ones, I choose stronger warriors and - kill without losses; isn't that too much?

What you described is exactly tactics, where having certain information you decide when and whom to attack. It's just that before some people played Heroes with a calculator or calculated damage in their head, and now this information is available not only to hardcore players but also to ordinary players, which, in my opinion, is fair.
Winning without losses against weak neutrals is, of course, possible, but against a hero with a comparable army and especially against a human – that's unlikely.

41. Is it possible to put a close button (cross) on all windows you open in the game?

Most such windows can be closed via the "Cancel" button and the "Esc" hotkey. Adding a cross everywhere is problematic.

42. In screenshots from a year ago, a luxurious, magnificent, stunning sky was visible. Where is it now?!

It's reflected in the water :)
In reality, it didn't fit well with the actual game (more precisely with various camera angles) and we had to give it up…

43. Are you going to add hotkeys to the game menu?


No

44. Why does the "Sworn Enemy" ability not use non-upgraded/upgraded troops as a single enemy?

Because in that case, it would be easy to define almost all of the opponent's creatures from the corresponding castle as sworn enemies, which would leave this opponent no room for maneuver when dealing with a human, or simply give too strong a bonus if dealing with AI.

45. Will the upcoming editor be only for maps, or are variations possible (with possibilities to edit hero abilities, troop stats, racial abilities, etc.)?

Variations are possible… :super: We cannot tell you more in detail yet.

46. Why does the tent heal a certain number of times?

Otherwise, with it one could wipe out all (or almost all) neutrals without losses, simply leaving a few unfinished and cycling turns with the tent. And since we don't want stupid turn-cycling in battle waiting for full restoration, nor overly easy battles without losses, the number of charges is limited.

47. Will creatures be able to move without a hero in the future, as they did in part 4?

On their own – no. But alternative ways of delivering reserves to the battlefield are being worked on…

48. Will the possibility of playing as the same heroes be removed in duels? Yesterday I played Ossir against Ossir, and the opponent spitefully set up almost everything mirror-image... In the end I spat and left...

It is the players' right to decide which heroes to play against whom in duels – why deprive them of this right? If they want to play as identical ones – let them play as identical ones :)

49. Will a pause be added to network games with limited time per turn? Because if you need to step away, you can't even stop the game.

If people set a time limit per turn in a network game, they probably want to play dynamically. Your opponent on the other end of the wire is unlikely to like it if you drag out your turn for a reason not obvious to them, especially since pausing could be used simply to think over some action better, i.e., to cheat. Moreover, Heroes are turn-based and you can attend to your own affairs during the opponent's turn.

50. Will a mode be added (I forgot what it was called in 3), which would show the location of resources, artifacts, buildings on the open part of the map?

Unlikely - It seems no one really asked for this.

51. Is it possible to add the ability to switch players to AI in multiplayer games?

We'll think about it…

52. The Elf Hunter kills the target immediately on the first shot, why does he shoot at it again?!

That's a coup de grâce :cool:

53. I strongly ask you to comment on the following AI actions noted by us during four consecutive hot-seat games on xl-maps on the highest difficulty level: after about four game months, the computer stops showing activity on the map (having previously run quite quickly and developed well), locks itself in castles and just sits there until the balance finally and irrevocably shifts toward us, while we are generally trying to make life as difficult as possible for ourselves to make it more interesting. It feels like he's getting scared

This is most likely just a bug. We'll look into it - fix it if necessary.

PS. "He flew away, but promised to return!" (c)
In reply to HwKeeper
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20 years ago
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A new set of answers to questions from Old Boy. Thanks to Rean for the information found.
Old Boy

We'll leave questions about the editor until its official release along with patch 1.3 – fortunately, there isn't much longer to wait.
And somewhere in the news I mentioned that in August we would be able to please you with new information – and we will! A bit later

Here is the new set:

1. Why is Expert Education 15% in the game, but 30% in the localized skill wheel? Why does the same wheel on your site still have Advanced Dark Magic under Defense? Are there plans to add the skill wheel into the game as a tab when leveling up or in some other form, so that hero development can be planned somehow? How difficult would it be to make a Magic_Wheel, Heroes_Wheel, Creature_Wheel similar to the "skill wheel," and is such a thing planned or not?

Unfortunately, the skill wheel originally posted on our site did indeed contain errors – there is now a corrected version.
There are no plans to add the skill wheel into the game.
Regarding the Heroes Wheel and Creature Wheel – what do you think should be displayed on them?


2. Do you plan to bring back the camera settings (which were in the beta) where absolutely all creature attacks are shown in close-up, rather than just selected ones?


No, unlikely.

3. If UBI allows it, please tell us: was the appearance of Dark Elves as a new race and a new faction in HEROES 5 planned and definitive, or did the Warlocks have rival races at that stage that you decided to abandon for some reason? If there were any, could you name them? Just briefly.

There weren't any particular rivals
...Simply put, in our view, the Dungeon castle previously lacked a certain unifying idea; it was just a castle with a random set of cavern creatures… Dark elves are one of the best-known races in relevant literature and have appeared in the world of Heroes one way or another, so their "settlement" into the Dungeon was quite natural. Moreover, "good" elves and "good" wizards already exist in the game, so why not add "bad" ones too?

4. Is there any plan to document the game's resources? Is there a plan to publish the interface editor? Is there a plan to revise the data.pak file and systematize it (to make it more convenient for modders)? Is there any documentation planned for this same file in case systematization is not foreseen?

Interface editor? – We'd love to have one ourselves
Systematizing data.pak? – no, not planned.
As for documentation, that is essentially a question of official support for modding, which is currently being worked out by the publisher. Although the editor will come with a manual.

5. I would really like to see some interesting and familiar buildings on the map, such as a university, magic school, or veterans' home. Will this happen? If so, can it fit into a patch? Perhaps these buildings (which in no way break balance) could appear in the editor?

In the editor – no, in patches - unlikely…

6. Will there be heroes who add new properties to units? For example, Axel adds certain bonuses like Attack and Defense to all Knights and Paladins, but I'd like him to add some new ability to this monster class rather than just a banal improvement to attack and defense.

There are already a couple of such heroes in the game, and we do not rule out the appearance of new ones in the future.

7. How deeply will the balance be revised, and do you plan to organize any official competitions for the game (the second question follows from the first - for such competitions, the balance must be very well-tuned)? Perhaps you will promote the game for esports competitions like WCG? Will the balance (of skills, factions, spells) be adjusted in the next patch? And how will you determine which corrections to make?

We fix the balance as needed - I don't think there will be a total overhaul, but we do have plans, for example, for significant changes to Training, Necromancy, and Gaiting – but it's too early to talk about that.
Essentially, we make those changes where the necessity is obvious to us, basing this on both our own experience and an analysis of what players write on various Heroes forums.
Regarding official esports competitions, here is an example: http://www.gigabyte.ru/gaming/2006/index.html. Let's hope this is only the beginning.

8. There are many settings in the game that are not included in the game menu (they can be found in autoexec.cfg, user.cfg and some others). Will more options be added to the game menu in the future? If not, will a list of all commands with their descriptions be posted?

Some might be added, but definitely not all settings from the files will move to the menu, as those files contain many specific settings that are not relevant for the absolute majority of players. For this same reason, it's unlikely we will ever make a full list of them with descriptions.

9. Why is there no protection on the game? This encourages the distribution of pirated versions.

…Generally, the distribution of pirated versions is encouraged first and foremost by those who buy them, and only then by the presence or absence of various protections.
As for the rejection of StarForce, that was the publisher's choice and they had their own reasons for it.

10. Will there be an option to play in "duel" mode against the computer?

Actually, right now you can just select two players and launch autocombat for one of them ;-)

11. Are there any additional text materials planned for the new universe? For example, in the form of stories. Of course, this is a question for Ubi, but maybe you know?

This question is indeed for UBISOFT. It's too early to say definitively, but such plans are being discussed.

12. Why don't you want to make female models? After all, bearded, bass-voiced, and square "women" look very funny.
Did the developers ever have the idea to eventually make each hero's model exclusive, like those of Agrail, Markel, Isabelle, etc.? Is such a move possible from the developers?


In total, one hero's model together with corresponding animations takes about a month or more... Multiplying this number by the number of races gives an approximate answer as to why it was decided not to make female models. That is, they weren't made because their presence would not significantly affect the quality and interest of the game, but would require a lot of production time.
In fact, such decisions are typical for any large game project.

13. At the moment, war machines are truly useful only at the beginning of the game or in campaigns. Is there a plan to strengthen war machines as the hero grows, at least for heroes specializing in them? Example: a medical tent specialist not only increases the amount of hits that can be healed, but also the number of charges, say, one charge every 5 levels, etc.
In our view, they are strong enough when combined with corresponding skills.


The main problem with war machines was that they could be easily destroyed. Now we have made their "hit points" dependent on the War Machines skill and its perks. We think this will help.

14. Will there be an option in multiplayer (LAN) to do something during the opponent's turn (view kingdom, castles, units), because right now it's impossible to access anything?

Possibly…

15. Are battle replays planned?

Not for now


16. Will texts like in HOMM 3, 4 be returned? I don't mean artifacts, but texts that reveal the scenario.


No

17. Why are turns distributed randomly at the start of a battle? This is wrong.
Why can initiative only be increased for units and not for the hero using Haste magic or decreased using Slow?


We don't like the option where certain creatures always guaranteed to go first – this is, firstly, boring, and secondly, such creatures become too ultimate. A small amount of random, in this case, makes battles more diverse and forces players to adapt to a changing situation rather than acting according to one and the same worn-out scenario.
As for increasing\decreasing the hero's initiative using Haste\Slow - currently, no magic can affect the hero at all - that is how the system works, and there is no point in making exceptions for individual spells.


18. On the Igroman disk, I often saw fragments of a beautiful video clip of an angel's battle with a dragon (or a devil, I don't remember) by a ruined castle. But I didn't find this video in the game. Will the clip appear somewhere?


This was a clip made by Ubisoft based on the game long before its completion, so in terms of factual side it is weakly connected to the game and rather conveys its spirit. Therefore, we do not plan to publish it again.

19. Is there any plan to implement new spells for casters, such as animate dead for a lich or summoning elementals for a druid?

Not planned, as balancing casters is quite difficult and time-consuming, and implementing new spells would certainly require this.

20 .In the third game there was an option in autobattle to forbid the hero from using magic.. I didn't find this in the fifth. Can such an option be added?

Possibly, we will add it…


21. Logically, luck and morale (as well as computer AI in general - perhaps to a lesser extent) are probabilistic characteristics.. But with an autosave, for example, both luck and morale occur identically to the previous version. Is it possible to make them truly random values?


And why? - So that by using save\load you could replay the same spot several times until a lucky combination occurs? We wouldn't want to encourage this…
Luck and morale are probabilistic: If you play two games on the same map without using save\load – they will not repeat (By the way, this is not our personal invention - a similar randomization system existed in both Heroes II and III, and for example, in the famous Jagged Alliance)

22. Don't take this as boasting, but could you add a difficulty level higher than Hero? An "Impossible" is missing specifically for maniacs

Try playing without using save\load


23. How do the developers from Nival feel about the promises Fabrice Cambon made in his interview? Personally, some of them seem way too far-fetched to me. Were these promises made with Nival's consent or were they simply given to you as a task?


Which specific interview are we talking about? If it's this one http://www.archangelcastle.com/h5/in...c2006index.php, then there is nothing "far-fetched" in it.
In any case, of course, we are aware of the development options for the game voiced by our publisher, and all of them are, one way or another, preliminarily agreed upon.

24. A personal question for Old Boy: What is your favorite castle in Heroes V and why? (don't be modest)

Generally, I play different castles depending on my mood. But the human one has always been and is my favorite, simply because humans are somehow closer and dearer to me


25. Will a cheat mode for mapmakers be returned to check the playability of a map?


In patch 1.3, cheats will work for single-player games and will not work in multiplayer.

26. Why were caravans removed? Why spend effort gathering troops across the whole map?

This was an ambiguous innovation of the 4th part that was far from liked by everyone. The point of gathering troops across the whole map is that it's a normal strategic choice that a player must make before each specific battle: Attack immediately or bring up reserves, losing time.

27. Will the local network play be improved? In many networks, even with the patch release, this possibility didn't appear. Maybe you should consider creating a direct-IP mode?

Local network gameplay will be improved, but we don't promise direct-IP for now.

28. Will there be maps? Not mission maps, but geographical maps, preferably tied to the game's plot in some way. At least like in the third one.

I didn't quite understand: Do you mean maps integrated into the game or additional materials about the universe from the publisher in the form of maps? The first – unlikely, the second – possible.

29. "Might & Magic Universe" - what do you mean by this? Is it just HoMM and Dark Messiah, or something more large-scale - maybe even books?

For us as a developer, right now it is primarily Heroes V. According to the publisher, this universe will develop in many games in the future - Heroes V and Dark Messiah are only the first steps.

30. During battle there are angles such as, say, following the flight of an arrow (or whatever that's properly called?). Is more diverse camera movement planned - spectacular fly-bys, etc.?

No, not planned.

31. Will there be any statistics on Ubisoft servers, i.e., number of wins and losses for a particular player, total rating, etc? And will this rating be built directly into Heroes? Or will we still have to surf Ubi-soft websites?

Player Rating is available on the Ubisoft site. You can see your own number of wins\losses and other similar information in the network profile. Additionally, a rating for duels will be added in patch 1.3. We do not plan to make some kind of total rating.

32. Is UBI planning to create "souvenirs," figures of heroes\monsters\artifacts?

Actually, Ubisoft has already released various souvenirs for the game such as playing cards, t-shirts, mouse pads, etc. Depending on the market success of the game, they will release more.

33. As far as I know, a book about the HOMM_V universe is being sold on Amazon with UBI's blessing; will there be something similar in electronic or paper version, but in Russian? And if so, when?

No official book about the HOMM V universe from UBISOFT has been released yet. There is a Strategy Guide, but that's not the universe. If you send a link to what you saw on Amazon, I can answer more specifically.

34. Will it be possible for a hero to teleport from a dungeon to the surface and vice versa using magic?

No, it will not
35. Are the developers present on the official Ubisoft forum, or does Ubisoft staff pass all comments and suggestions expressed there to the developers at Nival?

We are not directly present on the UBISOFT forum, as we barely have enough time for our own. However, we are aware of the sentiments and desires of the Western audience.

36. Is it possible in the future to increase map levels (for example, as in Age of Wonders 2: two dungeon levels, plus a demon world)?

No.

37. Currently, installing mods causes some difficulties with multiplayer games. Is it possible to implement a mechanism for blocking/disabling mods when creating a multiplayer game (for example, by adding additional protection to the original packages that prohibits their direct editing, plus tracking "non-native" packages)?

Well, actually, people have always installed amateur mods at their own risk. We are, of course, pleased that such mods for Heroes V are being made, but we are not providing any official mod support yet – we simply don't have the time for it.

38. In the company for the Sylvan faction, there is a Necropolis called Apel-Sin
Is this a joke by the translators, or did it just "happen"? Who came up with the names?


The original English names were created by UBISOFT. The Russian versions are by our translators. Regarding Apel-Sin, in English it is called Apil-Sin - so one could see this as either a literal translation or a joke by the translators.


39. Why can't neutral creatures (elementals, phoenixes, dark knights) be added to the elves' list of sworn enemies?


Bug. Already fixed.

40. Why are there no buildings on the maps where you can buy dark knights or phoenixes?

Dark knights and phoenixes are not for sale!

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