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Posts from Heroes of Might and Magic II: "The Necromancer's Invasion"

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In reply to LaMrak
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#16
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The first part wasn't particularly impressive in terms of music and sound design, so what can we expect from the second one?
In reply to Моран фон Диз
#17
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Moran von Dies;38658
The first part wasn't great in terms of music and sound, so what will the second one be like?
Well, the sound design is understandable :) , but why bother with the music? Just play your own music through any player :cool:
You could also add an option in the game settings to choose where to get the music from. Something like, "My music is located at 'd:\music\audio\mp3' - play everything from there." ;)
In reply to Моран фон Диз
#18
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Moran von Dies;38658
The first part wasn't great in terms of music and sound design, so what will the second one be like?

In the second part, there will be music not only during battles; we hope you'll like it ;)
In reply to Lev Chandr
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#19
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Lev Chandr;38670
Well, the sound effects are understandable :) , but why bother with music? Just play your own music through any player :cool:
You could also add an option in the game settings to choose where to get the music from. For example, "My music is located at 'd:\music\audio\mp3' - play everything from there." ;)
The point isn't just to have some music, but to have good music in the game that will perfectly complement the gameplay.
#20
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the point is not just to have some music, but to have good music in the game that will perfectly complement it.
Each continent will have its own "list" of melodies that complement the atmosphere. For Necromancers – dark and mysterious, and for humans – softer, intriguing, and bright.
In reply to LaMrak
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#21
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LaMrak;38866
each continent will have its own "list" of melodies that complement the atmosphere. For Necromancers – dark and mysterious, and for Humans – softer, intriguing, and bright.
What about Demons?
#22
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Demons will be presented as an optional faction, exclusively on the Necropolis continent. Let me explain why.
They are the second tier of evil. If Necropolis is like a plague, needing human flesh as their sustenance, then the demons' goal is the soul. They can latch onto one of the sins: pride, greed, gluttony… and amplify it.
Since there is no inherent evil on the human continent, and people are free from vices, the only place where demons can gain a foothold in the world is on the Necropolis continent. This is where evil has accumulated in abundance.
In reply to LaMrak
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#23
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LaMrak;38877
If Necropolis is like a plague, they need human flesh; it’s their food. But the goal of demons is the soul. They can latch onto one of the sins: pride, greed, gluttony… and exploit it.
Since there is no evil on the human continent initially, people are free from vices, so the only place where demons can gain a foothold in the world is the Necropolis continent. That’s where evil has accumulated in abundance.
Interesting point of view.
In reply to LaMrak
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#24
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LaMrak;38877
Demons will be presented as an optional faction, only on the Necropolis continent and nowhere else. I'll explain why.
They are the second tier of evil. If Necropolis is like a plague, they need human flesh; it's their food. The goal of demons is the soul. They can latch onto one of the sins: pride, greed, gluttony… and exploit it.
Since there is no evil on the human continent initially. People are free from vices, so the only place where demons can gain a foothold in the world is the Necropolis continent. That's where evil has accumulated in abundance.
So, will the gameplay for demons and Necropolis be the same?
#25
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no, you will be able to play as Necropolis – you can choose one of the three factions and learn the rules of Necropolis development directly by playing as them,
you will not be able to play as Demons – but you will encounter them, and they will interfere with you.
In reply to Aniksa
#26
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Tell me, what will be the main differences between the Necromancer factions? Will it be like in Heroes of Might and Magic V, or something more interesting?
In reply to LoKsI_$$
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#27
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probably an ideology and a way of life.
#28
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The Necromancer race includes 3 nations: ghosts, skeletons, and zombies. They differ significantly in their development, have their own units, cities with unique development paths, their own set of buildings, and troop training systems. Naturally, each race pursues its own goals on the continent and consumes its "own" resources necessary to achieve them.
In reply to LaMrak
#29
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Thank you for your response :). Could you please provide more details about one of the Necromancer factions? What are their main features?
In reply to LoKsI_$$
#30
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LoKsI_$$;39941
Thank you for your response:). Could you please elaborate on one of the necromancer factions:rolleyes:. What are their main features...:cool:
Let me put it this way, I wouldn't want to reveal secrets prematurely, but here are a couple: ; )

- The zombie faction (not to be confused with zombies) will improve their warriors by gaining combat experience and accumulating aggression. If a human warrior can reach a higher level, become stronger, and more resilient through internal development, then the zombified have lost these advantages.

- It will be difficult to harm ghosts with steel. No matter how much you hit them with a sword, they won't be affected; the blade passes through without causing damage. But, if you use magic or energy-based weapons, the ghostly warriors become vulnerable.

- The development of the skeleton faction will depend on humans. : )

The sunny side (the human continent) is detrimental to Necromancers, and vice versa. But, if Ghosts and Undead without protection turn to dust in one or two turns, then the Zombified can stay on bright land for a long time. A kind of key to expansion.

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