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Posts from Heroes 6 - Discussion

4.3 (15 ratings)
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16 years ago
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It would be interesting if luck and morale were now expressed as percentages!
In principle, they already were expressed as percentages; it's just that 20% was represented by the number 2. But if they switch to displaying it purely as percentages, it might actually be more convenient.
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16 years ago
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I think the speed of 5 for an archer is too high!
In reply to 5p74
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16 years ago
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5p74
There are 2 opinions:
1st - either an archer of level 3-4
2nd - that low-level units were enhanced so that they would be more useful than in previous parts and wouldn't die so quickly!

Added 2 minutes later
It's strange that there is no damage.
It will be interesting if luck and morale are now in percentages!
damage seems to be present
In reply to 6oMoprA
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16 years ago
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6oMoprA
It seems like there is damage.

The damage seems too high for a single archer. Maybe now the damage is shown directly in a quantity equal to the number of creatures in the unit (although neither 43 nor 76 is divisible by 7 without a remainder)? I don't believe they could increase the damage numbers for everyone like that!
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16 years ago
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5p74
The damage seems a bit too high for a single archer. Maybe now the damage is displayed directly, showing the total damage dealt by all creatures in the unit? I don't believe they would increase the damage numbers for everyone like that!
Most likely, yes, otherwise how can we explain that the HP is lower than the damage?
In reply to 6oMoprA
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16 years ago
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6oMoprA
most likely yes, otherwise how to explain that the HP is lower than the damage?
It's just that.
If we assume that, at least in the demo, the NUMBERS could have been set almost randomly – it would be more convenient for the developers to demonstrate...
And one more assumption.
Judging by the screenshot, it's an enemy archer.
Maybe the damage shown is TO the archer?
In reply to Андрей
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16 years ago
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Andrey
Ah... I almost dreamed about it (I mean the possibility of swimming underwater). We even created a thread about it. About the third (underwater) level of the map. I think we came up with the idea that an artifact would be sold at the entrance/exit of the underwater world, giving the ability to swim underwater (for races that don't normally live underwater) or walk on land (for races that normally live underwater), but they will never do that. It would be good enough if they populated the sea.

And what I think would be great is if they made an underwater race that would live specifically underwater, and that to get out or go in, they would need some kind of artifact sold at the entrance (some kind of potion or scuba gear :D) :smile54:

The main thing is that they don't forget to add Orcs :smile10:, at least in an add-on :smile41:
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16 years ago
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The numbers are clearly random. I don't see anything intelligent about them. I remember the test for the fifth installment of Heroes. Everything was completely different there. Castle, numbers, and everything else. So, you don't need to pay too much attention to this for now. Let's wait for version 1.0, and then we'll have a celebration!
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15 years ago
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On the The Heroes Round Table forum, one of the fans shared their personal impressions after trying out the Heroes VI demo at Gamescom 2010. In short: * Objects on the map have become much more detailed than in Heroes V.
* Although the map remains three-dimensional, you no longer need to rotate it to avoid missing any object or item.
* Every other scenario will feature battles with "bosses" - huge monsters that occupy clearly more than a 2x2 tile.
* There will be composite artifacts.
* There is a Dungeon.
* A fort has appeared, from which mines within its zone are controlled. Whoever owns the fort receives resources from these mines.
* You can create bookmarks on the global screen and the battle screen. For example, on the battle screen, you can display your favorite spells on the panel and cast them from there, without having to search through the spellbook.
* The same map editor that the developers use will be released, but with a more "user-friendly" interface.
* There will be a tutorial map that can be skipped, and you can play the "real" Campaigns.
* After the player completes 5 Campaigns (4 scenarios each), the final Campaign will become available.
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15 years ago
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* A fortress has appeared, from which the mines within its zone of control are managed. Whoever controls the fortress receives the resources from these mines.

That's interesting. Everyone will fight for the fortress so that the income from the mines goes to them.
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15 years ago
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Vampires in sandals – a beach-themed option.
In reply to Danillo
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15 years ago
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Danillo

* After the player completes 5 campaigns (4 scenarios each), the final campaign will become available.

Just like in Heroes 4 with the second expansion!

What are Juggernauts? Why invent new names for old heroes! The Devil is a LEGEND! And they brag that there will be 40-50% new units. Now I see what they mean by "new"! Most likely, they will just change the names of the units and that's it!

I would really like them to bring back the Dead Knight for the Necropolis faction, maybe without a horse (like in King's Bounty).
In reply to 5p74
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15 years ago
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Ghostly cuties, this new type of undead definitely appeals to me.
15 years ago
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/topic/at/403324/

You know, what interested me most here was this:
Various types of terrain
Jungle, Plains (summer and autumn), Lava, Wastelands (Necropolis), Dungeon.
My first thought is:
Plains – Humans, jungle – Elves, lava – Demons, wasteland – Necromancers, dungeon – Dungeon faction. In any case, Mages don't fit anywhere; nothing is said about deserts either :smile28:

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