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Posts from Heroes 6 - Discussion Auto-translated

4.3 (15 ratings)
In reply to Драккошка
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#760
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Arandor
one upgrade is also good. There weren't any in the 4th game at all.
That's true, but there were 2 building options to choose from, which can also be considered diversity. And still, I would like to have 2 upgrade options; maybe they'll release it in some add-on :rolleyes:

Edited: OFF-TOPIC in the message

Drakkoska

(I know I'm already annoying you with my KOTOR! But if I remember it!!!)
Tell me, an uneducated person, what KOTOR is, the system has interested me, but I've never heard of the game.
:smile24: Клан ВАМПИРЫ:smile19:
In reply to Майор Вихрь
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#762
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Major Whirlwind
One upgrade.
In my opinion, neither good nor bad.
In my opinion, it's good. Alternative upgrades, while offering more variety, often result in one upgrade being clearly superior to the others, leaving the other one unused.
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...
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#763
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Another preview has appeared, shedding light on castle construction. In each castle, you can build dwellings for creatures and unique buildings that either increase creature production or resource production. Each castle can have all creature dwellings built, but only a portion of the unique buildings. (For example, there are five unique buildings, but you can only build 3 of them – your choice.) This is done to force the player to specialize their various castles, either in economy or in creature production.
The preview itself is here, but it's in French, so use Google Translate.
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...
In reply to VaRvArHawk
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#764
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VaRvArHawk
.
Has anyone heard how many troop upgrade tiers are expected in the game, 1 or 2? :confused:

Just one upgrade!
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#765
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I'm curious, in Heroes 6, how many branches will magic be divided into, will it be 5?
#766
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Regarding Magic, nothing is clear yet. Earth Magic, Magic of Order, and Light Magic are mentioned, judging by two documents. Necromancy is not included. Perhaps there will be 3-4 schools (five is unlikely), and, as in Heroes of Might and Magic V, each spell will be associated with a particular element. But, I repeat, it is still difficult to judge.
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#767
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It would also be interesting to know how many slots there will be for secondary skills and what they will look like (similar to part 3, 4, or 5)?
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#768
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As a rule, Necromancers prolong attacks for many hours, perfectly knowing that this is one of their main advantages. After all, their troops never get tired.
It reminded me of one feature from King's Bounty. There, after 10 rounds, Rage accumulated twice as slowly, and after 20, it stopped accumulating altogether. It was explained that "your troops are tired and no longer want to fight." I think a similar feature would be appropriate in Heroes of Might and Magic.
А, вот почему.

🏹🎪+⛓️♿=💕
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#769
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1. Magic might be available for each element (dragon), i.e., eight. 2. Necromancy will probably be changed again, and if I understand correctly, its new application is something I like. It's quite logical. Regarding the Spectres, I didn't quite get it, but maybe they can be summoned during battle, like the Djinns? 3. Necropolis doesn't have a capital; it seems the campaign for them will take place right under the noses of the Mages, and therefore they will fight against them. Added 3 minutes later Demons are fast and strong, so what's left for the Orcs?

Be strong. Believe
#770
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It's also interesting how many slots there will be for secondary skills and what they will look like (similar to the 3rd, 4th, or 5th game)?
No, the development will be completely different from the previous games, according to the developers. They mentioned skill points that are awarded each time you level up and can be distributed as the player wishes.
It reminded me of a feature from Heroes of Might and Magic 3. After 10 rounds, Rage accumulated twice as slowly, and after 20, it stopped accumulating altogether. The explanation was that "your troops are tired and no longer want to fight." I think a similar feature would be appropriate in Heroes of Might and Magic.
Perhaps. But the described tactic is actually not much different from the typical Necromancer build in Heroes of Might and Magic 5, focusing on dark magic. At the beginning, he methodically deals with the enemy army with mass debuffs, and then begins active actions with his troops, while simultaneously raising them from the dead. Also, it seems that each race will have its own unique ability that will be used directly in battle, which would be great.

I have a couple of thoughts against the idea of having mages in the game, and one in favor.

For some reason, the homeland of the Necromancers is listed as the Silver Cities. I have a hypothesis that having two races with the same name in the "Country/Kingdom" field is strange, unclear, and impossible. This thought is reinforced by the fact that the new Necromancers are designed in an ancient Egyptian style (the castle is even in the form of a pyramid), and Askh herself ordered them to live in the sands. Also, somewhere on the forums (not ours), there was a statement that each race will have its own land, i.e., if the above assumptions are correct, then the mages can just go away. On the other hand, in the dossier of the Necromancers, the Necromancers themselves are compared to mages (the hero's role on the battlefield, djinns), which suggests that there are already quite adequate ideas for mages as a playable race.

:smile26:
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#771
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This idea is reinforced by the fact that the new Necropolis creatures are designed in an ancient Egyptian style (the castle is even in the form of a pyramid), and it was Askh herself who commanded them to live in the sands.
On the other hand, the elves and humans coexist peacefully in the grass, so... Ah, no, then there won't be elves or Dungeon, I don't want to...
No, the development will be completely different from the previous installments, according to the developers. They mentioned skill points that are awarded each time the player levels up and can be distributed as desired.
Well, as I said... By the way, I like this system.
А, вот почему.

🏹🎪+⛓️♿=💕
#772
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Who knows, maybe now the elves' grass will be more "grassy" than human grass :) But Elves will most likely be included; they were mentioned briefly during the presentation.

As for the skill points, this is a fairly common system for RPGs.
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#773
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I hope the Sylvan faction will be included...
Who knows, maybe now the elves' grass will be more grassy than the humans' grass.
More lush, perhaps? And in general, it's quite possible. For example, in Heroes of Might and Magic IV, there were "dry grass" and "meadow," landscapes that were essentially similar but not the same. However, the Orcs were added in an expansion pack, so I think that if they don't include someone right away, they'll release them in expansion packs...
А, вот почему.

🏹🎪+⛓️♿=💕
#774
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Let's put it this way: humans have a more cultivated landscape, with birch groves, meadows, and fields, while elves have real forests, huge trees, and a generally wilder environment. If desired, you can create distinctions, and they will be quite natural.
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#775
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Skill points were mentioned, which are awarded each time a character levels up and can be distributed as the player wishes.
Is this now instead of experience?
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...