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My first thought is: Plains – Humans, jungles – Elves, lava – Demons, wastelands – Necromancers, Dungeon – Dungeon. In any case, Mages don't fit anywhere; nothing is said about the Sands either :smile28:
Mages can also be placed in the Wastelands + Necromancers; they seem to be fighting on the same land as the Mages.
Mages can also be integrated into the wastelands + Necropolis; they seem to be fighting on the same land.
The native land of mages is the desert, and nothing else. Necromancers separated from the mages, not the other way around. Simply put, the Necromancers created their own state and their own type of terrain, while the mages have always lived in the desert. If the fifth race were mages, it would be very strange, especially since the Dungeon would be unclaimed.
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...
KOLLIBRI
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Vampires don't really appeal to me, but the rest are okay.
Units are no longer divided into levels based on strength; they are now divided into 3 categories:<...>
In general, this is a kind of generalization of what was already observed in Heroes 5. There, creatures within the same level also differed significantly in their characteristics (the base increase varied from 7 to 25), and the difference between creatures of adjacent levels was not very significant. If you look at the League of Shadows, for example. The Minotaur has an increase of 1 higher than the Fury. Their combat and defensive characteristics are similar, except that the Minotaurs are tough and slow, while the Furies are vulnerable and fast, with high initiative. So, most likely, there will be a similar pattern within one new level. There will be both "tanks" and fast, strong but frail units. Increases will definitely differ noticeably even within the same level. Overall, I think it's quite an interesting solution, somewhat reminiscent of Kingdom Builder.
- In battle, some variation of the "line of sight" system will be used (an attack damaging all creatures standing in a line, like mages in H5).
The translation is debatable. But I still don't understand what they meant by this :)
- Rebuilding cities will be a very expensive undertaking and will take several turns (exactly how many is not specified). The player can stop the city conversion process by attacking the city and stopping the process (it is not stated whether this will happen automatically or if something needs to be clicked on).
- During city conversion, buildings common to all cities will not be destroyed (market, tavern, town hall).
Apparently, converting a city will turn out to be an endeavor that you won't always decide to undertake. At the same time, after the conversion, creature dwellings also seem to disappear, and sometimes it will be more profitable to buy those that are available in a non-native city than to bother with its conversion.
A couple more thoughts about the fifth faction. It seems to me that this race will settle in the jungle, and it looks like they will be Nagas. First, the faction is really new for Heroes (although, as they say, the League of Shadows was also called a completely new faction before the release of 5, but it turned out to be a creative reinterpretation of the Dungeon from 3). Secondly, such a race actually exists in Ashan, and Ubisoft definitely has some developments related to it; see here, which could have been implemented back in 5. Thirdly, there are a couple of interesting details in this screenshot that speak in favor of this, albeit indirectly. The first detail is the stone head in the upper left corner of the screenshot. It appears that similar elements are a feature of Naga architecture, at least judging by the model of one of the unreleased races' buildings found in the game resources. The picture is here. The second detail is the characteristically designed gate in front of which the hero stands. On the columns, you can easily recognize snakes, which, again, connects them with Naga culture. And finally, this is the only boss mentioned in the game: a giant water snake or something like that.
O God of Earth and Altar, Bow down and hear our cry, Our earthly rulers falter, Our people drift and die, The walls of gold entomb us, The swords of scorn divide, Take not thy thunder from us, Take away our pride.
I really like that there will be fewer creature levels! I already wrote about this somewhere in this thread: it's better to reduce the number of creature levels and have a few creatures per level! Now, first-level units won't become obsolete as quickly as they did in previous installments!
As for the new race, I still feel that it will be some kind of mix of mages and Sorceresses (they will take units from one race and another, and maybe add a couple of new ones)!
Regarding trenches, they were also present in part 5, but each had its own!
Майор Вихрь
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Regarding trenches, they were also present in the 5th installment, but each faction had its own!
This point is also not entirely clear, and it's unclear what was being discussed. Perhaps the trenches will look unique for each faction, but perform the same function: to stop and possibly damage enemies.
O God of Earth and Altar, Bow down and hear our cry, Our earthly rulers falter, Our people drift and die, The walls of gold entomb us, The swords of scorn divide, Take not thy thunder from us, Take away our pride.
G.K. Chesterton: English Hymnal
VaRvArHawk
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Judging by the history, Necromancers may still be part of the Mages, with their separation occurring around 751-750, and the first eclipse happened in 330. The 4th race will most likely be Elves, as the T.E. have not yet settled. This doesn't seem to affect the Dwarves; the Orcs are busy with their migration, and the 5th race is most likely beastmen created by the Mages (512).
I want the campaign to continue, and the heroes to remain, something like after Dark Messiah. Kaha Belé would return and possess great power, and the war would continue, but now against the Unicorn Empire. I would like them to expand the boundaries of the world and create a place where Kaha Belé now rules in the center of Ashan, where those who died in other parts of the world go to serve the gods, and there you could meet Marcal, Nicholas, Godric, and even King Brian the Falcon.
Небо
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The events in Heroes of Might and Magic VI take place 400-500 years before the events in Heroes of Might and Magic V.
Небо – мольбы не ждёт Небо – угроз не слышит Небо – ведёт особый счёт Небо – тебя найдёт
Judging by the timeline, Necromancers might still be part of the Mages, with their separation occurring around 751-750. The first eclipse happened in 330. The 4th race is most likely Elves, as the Elves haven't settled yet. This doesn't seem to affect the Dwarves. The Orcs are busy with their migration, and the 5th race is most likely beastmen created by mages (512).
You can come up with many different types of beastmen, but the 5th race should still be led by some creature, and the population of that creature would form the race. So, the statement about a "race of beastmen" is not specific enough; it could be a race of Gnolls or Minotaurs, or even Nagas.
O God of Earth and Altar, Bow down and hear our cry, Our earthly rulers falter, Our people drift and die, The walls of gold entomb us, The swords of scorn divide, Take not thy thunder from us, Take away our pride.
G.K. Chesterton: English Hymnal
Arandor
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- Rebuilding cities will be a very expensive undertaking and will take several turns.
Age of Wonders has a similar feature.
I don't know about the Naga, but if they are included, they shouldn't be made like the Dwarves in Heroes 5. They are all the same, just different sizes and types. It's very boring.
Added 2 minutes later
- Focus points and the system of recruiting creatures from dwellings are designed to emphasize the development of the main Hero, instead of having to deal with auxiliary heroes and create chains from them.