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The combat system based on initiative returns to classic turn-based battles.
This is a mistake; I personally found the initiative system to be very successful.
Of the four rare resource types, only crystals will remain. “Until now, each faction has had its own primary resource,” explains Erwan le Breton, “but we want everyone to compete for the same rare resources. This makes the game more strategic.”
But everyone doesn’t really need all the resources; each race simply has one resource that is slightly “more important” than the others. A pointless simplification.
The second major innovation: there will no longer be a special building screen; instead, cities will change and grow directly on the map.
So, will it no longer be possible to enter a city and admire a normal 3D view, but only see a model from the outside? An unpleasant innovation, if that is the case.
All resource sources located near settlements will automatically start working for you. An enemy hero approaching a mine will start looting it and putting the income in his own pocket. However, as soon as he moves away, the flow of resources to the treasury will resume.
It is unclear what will happen to mines located deep within the map, far from cities. Either there will be none at all, as part of the simplification of resource extraction. In general, everything looks rather disappointing so far.
Армия баранов под предводительством льва сильнее армии львов под предводительством барана.
God save us everyone Will we burn inside the fires of a thousand suns...
as for the other two castles, they will most likely be Elves and Mages. the second one might feature various beastmen as units, adding harpies, minotaurs, and so on, which means that the Mages will resemble the Dungeon faction... but they won't be evil, but rather neutral. that is, a mix of Tower and Dungeon. it would be interesting to see that... if it turns out as I described, I will love them) they will have their own laboratories!1
But I, on the contrary, don't want to see such a mix; they are going to mix races again! After they mixed the undead and demons in the 4th game, I don't want to see any more strange mixtures! Goats, they are saving on races again!:mad:
Then there won't be a Dungeon, how could there be one in Heroes?
apparently, there can be) but they won't remove the Elves either, and Mages are also useful guys... but the Dungeon is just okay, it's not like in Heroes I-IV, where the Dungeon was really important) and in general, I'm making assumptions based on the lore. In Heroes V, the Dungeon was replaced by the Elves. And they appeared sometime there) maybe in Heroes VI, it will be a time when the Elves didn't exist yet, so there won't be a Dungeon either. And that means there will be Mages who summoned beastmen to replace the Orcs. Maybe the Mages will be more evil... who knows
Added 2 minutes ago although I haven't read the lore of Heroes V and I don't know when what happened there) but in my opinion, Mages and Elves are better than the Dungeon.
Then there won't be a Dungeon; how could that even exist in Heroes?
Yes, and how did it happen that Orcs (Barbarians), who are regulars in the Heroes series, only appeared in the 2nd expansion pack for the 5th installment?
In general, I hope that the developers will think about it and won't make drastic changes. I remember that before the release of the 4th installment, a lot of interesting things were written (for example, that you would be able to build several times a day)!
although I haven't read the chronology of Heroes 5 and don't know when what happened there)
540 The War of Bitter Ashes: The Birth of the Dark Elves A war between the elves of Irollan and the humans of the Holy Empire of the Falcon. The conflict centers around the kingdom of Tuidhana, attacked from two sides. Tuidhana seeks help from Arnieul, but is refused. After that, he throws his troops against the human empire, not caring much about the small kingdom, on whose territory the so-called War of Ashes is taking place. In desperation, Tuidhana makes a deal with one of the remaining Faceless in exchange for the power to protect its people. Those who follow her are changed by the will of Malassa, the Dragon of Darkness. And from that day on, they are called dark elves. With the help of their new allies, they drive out both elves and humans from their lands.
I don't know what year it is in the fifth Heroes game.
Небо – мольбы не ждёт Небо – угроз не слышит Небо – ведёт особый счёт Небо – тебя найдёт
Don't remove the Dungeon! It's one of my favorite factions! In all the games. The dark ones rule :3
Moderated: OFF-TOPIC in the message
Well, I don't know, I enjoyed leveling up and playing both Might and Magic, and not just one.
So, what's stopping you? I, for example, in Oblivion, leveled up every (!) female character (!!!) to have heavy armor, sword fighting, and strength over a hundred, and I'm just enjoying it.
It's clear that the developers want to simplify the strategic elements. The city will likely be built up faster and easier now. Also, they can be converted. All of this suggests that the game will be much more focused on frequent captures and fighting for key cities, for example, in the central areas of multiplayer maps, and so on. Perhaps this is a result of the need to spend less time on city building and economic development, and more on battles with enemies. Or maybe it's just being done to cater to 12-year-old boys and girls; they are people too, and Heroes isn't exactly the easiest game.
5 factions is good. To hell with all this "diversity" and dozens of castles. The fewer factions, the more distinct they will be from each other (not only in appearance and content, but also in tactics, play style, etc.), and the better the balance will be. Heroes doesn't need just 3 cities, but 5-6 is probably just right. Besides, if the game sells well, they will definitely make expansions with new factions, so there's no need to worry about that.
According to the timeline mentioned earlier, the Falcon Empire should still exist at that time, right? But based on the articles and the symbolism of the humans in the screenshots, it can be concluded that it's not the Falcon Empire at all, but rather the Griffin Empire. This means there's a chance that the old timeline is completely or partially wrong.
upd
Although, no, it seems I was wrong about the symbolism. Here's a screenshot.
In my opinion, the optimal list of towns in Heroes of Might and Magic is: Haven Academy Necropolis Castle Dungeon Fortress Inferno, to taste. The rest of the towns are optional.
it's enough to capture cities (by the way, when occupied, they can be turned into settlements of your race)
Such a feature was already implemented in In the Wake of Gods... The idea itself is good, but it shouldn't be overused. It can be included somewhere in the campaigns where it is needed for the plot, but in multiplayer it is unnecessary. By the way, rebuilding a city in In the Wake of Gods is not easy:
including gremlins, kobolds, trolls, and gnolls.
Yes, there were no kobolds; they seem to have mixed something up here: I looked at the picture of the battle between two armies, and there is something hovering above the necromancer's army that resembles a gargoyle from that "we need to build a ziggurat" :D So, perhaps, there will be impressive gargoyles, but in the necromancer's army. And for the mages, they will be replaced by harpies or something else exotic...
According to the timeline, the following factions existed during that era: the Empire of the Falcon, demons, humans, dwarves, and mages. Then, in 330, the First Eclipse occurred:
War of the Blood Moon
A total lunar eclipse causes a breach in the walls of the demon prison. Their lords break out into the elven lands, bringing destruction to all living things in this world. Human and dwarven troops oppose the demons, but they are soon completely defeated. The elves ask for help from the wizards of the Seven Cities, and they send their forces to the battlefield. These mages conduct experiments with demon blood, injecting it into the veins of human slaves and criminals. Thus, orcs are created. With their help, the Alliance gains the upper hand over the demons. The Demon Lords are dead, and their servants are once again imprisoned in the hellish prison. After the war, the orcs settle in the Empire of the Falcon and the Seven Cities.
So, in theory, the orcs are added to the aforementioned races, and then, in 461, necromancy is discovered.
Discovery of Necromancy
Belket, a follower and student of Sar-Shazzar, discovers the teachings of necromancy. Experiments on raising the dead begin in the Seven Cities.
Belket paid less and less attention to the teachings of his mentor, and more and more to his own research and conclusions. And one day he came across an ancient manuscript, written by Sar-Elam himself and part of the "Revelations of the Seventh Dragon." The document found by Belket spoke of necromancy, the power of the immortal soul, and the aspect of Asha, the least known and least revered. Belket became convinced that this aspect was also the most comprehensive.
"For Asha is the goddess who created the world and gave it its name; she is all the facets of the wheel of existence; the threefold entity of birth, life, and death. She is the Faceless Virgin, herald of Fate, unseen and watching over all living creatures to fulfill their destiny. She is the Mother, who gave birth to all living things in the world; by giving life, she gives form to chaos and gives meaning to the inexhaustible potential of possibilities. She is the Old Woman, bent and ancient, who tears the web of life with spindles held in her gnarled fingers when the time comes."
The text from the "Revelations" read by Belket stated that the third hypostasis of Asha is the most powerful, subordinating the fruits of the labors of the other two. From the rituals included in the manuscript, Belket drew two points that would have a fundamentally important impact on the development of necromancy. First, this is the representation of Asha as a spider weaving the thread of life and able to break it when the time allotted in the mortal world runs out. Second, this is the idea of the continuation of life: death is not the end, but only a transformation. The pitiful desires and needs of the flesh, the destructive passions of the heart, the short-sighted decisions of the mind, which have caused so many wars and conflicts - death was the answer to everything, the reduction of existence to the purest and most immutable form.
Necromancers appear, and after 467-504, the Orcish Uprising occurs.
Orcish Uprisings
The orcs revolt in the Seven Cities and in the Empire of the Falcon. Despising their masters and the Dragon Gods, they declare themselves free. In the Empire of the Falcon, troops oppose the orcs in order to suppress the uprisings and return the orcs to the worship of the elemental dragons. After a series of fierce battles, the orcs are defeated. The survivors scatter in all directions, including to the southern deserts, the northeastern steppes, and the eastern Border Islands. A terrible storm sinks the Empire's fleet, which was following the islands after the fugitives. The Emperor takes this as a sign from the Dragon Gods, and the persecution of the orcs ceases, granting them freedom. Then, the creation of beastmen in 512.
Creation of Beastmen
Beastmen (minotaurs, centaurs, harpies...) are created as servants, guards, or pets in the Seven Cities. The purpose of their creation is to replace the scattered orcs.
And only then the separation of the elves, but the orcs are the product of the experiments of the mages, so they can also be added to the mages:(
From all of the above, it seems to me that there will be: Humans, demons, elves, dwarves, mages, orcs (either with the mages or separately), beastmen, and dark elves:eek:
“We want everyone to compete for the same rare resources. This makes the game more strategic.”
They are already competing. In the same Heroes of Might and Magic III, for example, all resources are needed to build angels. And sometimes you have to work hard to find or trade for one or two of the necessary resources to complete the construction by the end of the week... That's strategy. This new feature only impoverishes the strategy, in my opinion.
Well, I don't know, I liked leveling up both melee and magic, not just one.
What about a Tactician with an Earth and Air expert and a 2000 damage explosion? :) This is, of course, already an n-th level and after Heroes of Might and Magic III, but still. The division into warriors and mages is just right; each has its own advantages.
For 12-year-old boys and girls, they are people too, and Heroes is not the easiest game.
If you want to make it more user-friendly, it would be better to add two options: one for beginners, where there are only crystals, and one for experienced players like me, where there are all sorts of advanced features and many resources!