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Let's start publishing News on the forum with what has already been published on the main page.
http://www.heroesworld.ru/?news_id=233
At the international computer games exhibition GamesCom, which took place this year from August 17th to 21st, the long-awaited presentation of Heroes of Might and Magic 6 was held.
Thus, a new, sixth era of Heroes of Might and Magic began. This time, the game is being developed not by Nival, as one might have expected, but by the Budapest-based company Black Hole Entertainment, best known for its games Warhammer: Mark of Chaos and Warhammer: Battle March. Let's hope that the new developer, chosen by Ubisoft, will be able to live up to expectations. The release of the game is tentatively scheduled for March 2011.
On the official English-language website of the game, the first screenshots and trailer are already available, and they can now also be found in the HeroesWorld file archive.
In connection with the above event, new sections have been added to HeroesWorld:
Further News related to Heroes of Might and Magic 6 can be published in this topic.
If news is copied from any website, it is best to place it as a quote with a link to the source; when copying, you should also take into account the rules regarding copyright and copying information on source websites.
the sixth installment of "Heroes" will write a new page in the history of the world. It will begin with the resurrection of an archangel, killed in one of the previous conflicts. His time in the afterlife has greatly affected the character of the warrior of good, and he is burning with a desire to take revenge on his enemies. Faced with the invasion of a demon army, he wants to unite and lead the people. But the Griffin dynasty has its own plans. The lack of an impressive (or even unimpressive) list of new features suggests that we can expect a typical Heroes of Might and Magic game with an updated graphics engine.
The game is scheduled for release next year. Taken from StopGame Bulletin #90 Personally, I can add that we've finally been waiting for it.
Майор Вихрь
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Stolen from AG.ru, a translation of a portion of new information.
Area control system
New creature production mechanic (no need for caravans) Creature dwellings will function as buildings that generate resources. Essentially, when you capture such a dwelling for the first time, you will receive the first batch of creatures, which can be immediately added to your army. Then, the building will function as a resource-generating structure, which means that each week it will add creatures to your total creature pool, just as a gold mine would add gold to your resources. These creatures will then be available for recruitment through the interface of cities and forts under your control.
City / Fort / Creature Dwelling Conversion
2D animated city screens This WILL be in the game!
Unique city buildings 2 slots and 4 buildings in each city, each with a different ability (economy booster, creature production booster, and granting special abilities on the adventure map and on the battle map). Having several such unique buildings in different cities increases their effectiveness (somewhat similar to markets).
General principles of the RPG system revision - Heroes can be men and women, warriors and mages; - Heroes have specific abilities of their faction and class; - When heroes gain a new level, they earn skill points that they can consciously spend on "general" abilities, organized by skill categories - they have complete control over their development - there is no longer a "probability-oriented" limited selection of skills offered to the player; - Heroes can unlock advanced classes, which will change their appearance and provide them with the most powerful ability;
More variety on battle arenas - Specific topography (different sizes and shapes for battle arenas); - Dynamic topography (battle on the coast, with a tide that floods the arena turn by turn); - Different battle objectives (hold position X turns, protect this sacred temple in the center of the arena, kill a specific group of enemies, etc.); - Boss battles!
Initiative system Returning to the H3 mechanic, but with an H5-like panel in the interface.
Fixed camera angle On the adventure map - to avoid camera rotation when searching for hidden items. Easier to control for players and map designers - feels like 2D navigation, but with the benefits of 3D.
No second / alternative creature upgrade
Artifact sets Nothing special - you collect them all and get a bonus.
Different types of terrain Jungle, Plains (summer and autumn), Lava, Wasteland (Necropolis), Dungeon.
Campaign structure 5 campaigns of 4 maps each, 1 for each faction, they can be played in any order, with an optional tutorial map and a mandatory prologue map.
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.
A number of additions: * New unit level system Units are no longer divided into levels based on strength; they are now divided into 3 categories: Core, Elite, and Champions. The first 2 categories have 3 units each, and there will also be 1 champion unit. For example, in Haven, the archer and spearman will be comparable in strength, although both will belong to the core category.
* Damage to structures during sieges Unit squads can now damage siege structures, although not as effectively as catapults.
* Presence of non-combat units on the global map Turtles, dolphins, birds, etc. (These are simply decorative animals on the strategic map, like the birds in Heroes 5).
Translation of EVERYTHING that the French insider said on Archangelcastle.com (a French Heroes Community):
- The 4th faction will be announced in November. It has been mentioned before.
- The 5th faction will be new and will only be announced in January.
- Creatures belonging to the same category (core, elite) will have similar stats, but their special abilities will determine their role on the battlefield.
- During a siege, you will be able to place a squad of archers on the main tower of the castle.
- Moats will be reintroduced.
- Creatures will have active and passive abilities (for example, Griffins will have a "Dive" ability).
- A kind of "line of sight" system will be used in battle (a shot that damages all creatures standing in a line, like the mages in Heroes 5).
- Creatures will not be allowed to move on the global map without a hero.
- Focus points and the system for recruiting creatures from dwellings are designed to emphasize the development of the main Hero, instead of focusing on secondary heroes and creating chains of them.
- The Phoenix will be a neutral creature. It will be blue, as it is associated with the Moon. (Ubisoft is creating its own bestiary for the Might & Magic universe).
- Rebuilding cities will be very expensive and will take several turns (the exact number is not specified). The player will be able to stop the city conversion process by attacking the city and interrupting the process (it is not specified whether this will happen automatically or whether you will need to click on something).
- During city conversion, buildings common to all cities will not be destroyed (market, tavern, town hall).
- At the beginning of each map, scrolling will show the "landmarks" of that map (similar to King's Bounty, when you first visit a new island).
- Boss battlefields will have a "special" design.
- A lot of work has been done on the animation of each creature: passive, dealing damage, receiving damage (it seems that the griffins roar terribly :) ).
- Svetlana has a sexy voice :):D
It was also written somewhere that the 4th faction will be a faction known to us from previous HoMM games, and the 5th faction will be completely new to the series.
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
Vayshan
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Here are a couple of gameplay videos:
Video #1Video #2
This is awesome.
I uploaded them to YouTube; I don't know how long they'll be available, but here they are for now:
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...
Vayshan
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Major Whirlwind
Actually, dear colleagues, this topic is not intended for discussions. Is there not enough space for you in this topic?
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...
=Feel999=
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[Tawerna]. If there's one thing that has truly shaken our Community, it's the reduction in resources. We've gone from 7 down to 4, and there's serious concern about the degradation of the complexity of city planning, building, and accelerating the entire process. Why did you decide to do this?
[Ubisoft] There are three main reasons that convinced us to change the way Heroes handles resources:
- It brings more strategy to the game. It might not seem obvious at first, but in the old Heroes games, each Faction had a specific resource to manage, and they didn't really care much about other players' mines. Now, with each Faction looking for the same resource, owning mines will be much more strategic, as you'll be preventing opponents from acquiring a crucial resource.
- Games with a large number of resources are more management games than strategy games. If you look at Starcraft 2, they have 2 resources. Games like Settlers VII (7 resources) or Civilization V (32 resources!!) have many, as they focus more on management.
- It's much easier for map makers! You don't have to insert different resources (or all of them) according to which Factions the players might choose.
This new resource from mines is Dragon Blood Crystal. There's a good explanation for the existence of these mines: During the Elder Wars, wounded Dragon Gods shed their blood on Ashan. Where the blood fell, it crystallized into a form of power, called a "Dragon Vein." The inhabitants of Ashan learned how to extract crystals from these veins, thus creating mines.
[Tawerna]. From the content you released about the Factions' technical requirements, we gathered that you've also made some restructuring in the magical aspects, but we're not sure exactly what and to what extent. We know you can't say too much about it, but could you tell us if certain secrets have magic closely tied to each Faction, and if it's the only one available, or is it really possible to create a Haven hero with a knack for destructive and dark magic?
[Ubisoft] What we can tell you so far is that there will be 7 magical schools: The 6 initial schools (Air, Water, Fire, Earth, Light, Darkness) plus a seventh, Prime. You'll hear more about the details later.
[Tawerna] We've heard that there will be expansions for Might & Magic: Heroes VI. We're a curious team; will it be in the standard DVD format, or will it be released as DLC? Or perhaps both? This is actually a very important question because many DLCs have the annoying tendency of not working with localizations other than the original, for example, Polish.
[Ubisoft] First, we need to create the game! This is something we'll announce later.
[Tawerna] We've seen the Gamescom materials, and we understand that you're putting a lot of effort into detailed, complex, and interesting animations with great visual effects that will give us a sense of the epic scale of the game. But will all these effects force us to buy new, top-of-the-line hardware to own your latest game, or will older PCs still have a chance to meet the requirements of Might & Magic: Heroes VI?
[Ubisoft] Don't worry; like all Heroes games, you'll be able to play with your current PC. The demo example was (of course) in the highest resolution, so it will look impressive. In addition, you'll have all the standard options to adjust the graphics quality to your computer's performance.
[Tawerna] We know that you consulted with Heroes fans during the game's development, and we're wondering if you're going to use this experience in a beta test in the near/distant future?
[Ubisoft] We're very pleased with how things are going, but we don't yet have the ability to decide what we'll do in the next few months/years.
[Tawerna] With so much controversy, we have to ask: is Might & Magic: Heroes VI protected with a DRM system?
[Ubisoft] This question is for Ubisoft management, not the game developers! Right now, we don't know what the final decision will be, so we won't rush into it.
[Tawerna] And finally, are you planning to release a Collector's Edition of Might & Magic: Heroes VI?
[Ubisoft] We'll tell you about that later...
This is an article posted by the Polish website tawerna.biz From all of this, the main points can be highlighted: 7 schools of magic :smile11:, possibly 1 per race and 1 per side (light and dark), and Crystals are Dragon Blood Crystals. P.S. Sorry if I got something wrong; it's difficult to translate accurately from Polish to English, and then from English to Russian.
Достоинство человека определяется тем, каким путем он идет к цели, а не тем, достигнет ли он ее.;) Демократия есть одурачивание народа при помощи народа ради блага народа.(Уайльд Оскар)
Alright people, I present to you 2 game bosses: Mother Namtaru or the incarnation of Ashan, meaning the spider-folk will be her daughters!!!
Information from Heroes Community-"
Translation from AG.ru ... Mother Namtaru is an incarnation of Ashan and commands Death, Time, and Space (hence the 3 faces). She is a boss sized 4x4 cells and is accompanied by hordes of specters (ghosts) that attack the player's army. These ghosts are enslaved (infected) by her aura.
Every turn, she will fire three beams of Primal Magic in 3 directions. She can also jump from one side of the battlefield to the other.
She has 2 offensive abilities and 2 defensive ones: - She has infinite retaliation; retaliatory strikes poison - She can throw a "temporal" net onto the battlefield, which will block any unit in that area (3x3 squares) - She has a Shield of Invulnerability, which absorbs 80 % of damage - She can eat her own specters (ghosts) to heal herself when her health reaches a critical level.
When the player fights her, they will have an artifact that cancels the effect of the Shield of Invulnerability for 1 turn every 3 turns.
- Ubisoft is working on various "behaviors" for AI. AI seems to have high priority in the current to-do list
- Racial skills have 4 levels of "power". The Necromancer racial skill is mass raise dead.
- The water snake from the trailer will be 2x8 squares in size.
- The tutorial will allow us to play as Pavel (the grandfather) during his youth.
- After the Tutorial, the Prologue map will make us play as Pavel once more in his final adventure before his death. This map will set up all events for all 5 Campaigns. This map will last 2 - 4 hours, while some maps in campaigns may last up to 5 hours.
- There will be approximately 2 boss fights per campaign.
Достоинство человека определяется тем, каким путем он идет к цели, а не тем, достигнет ли он ее.;) Демократия есть одурачивание народа при помощи народа ради блага народа.(Уайльд Оскар)
=Feel999=
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Interview with Erwan le Breton at the Igromir 2010 exhibition -Full text
Erwan le Breton: Before you is the spirit of the Heroes series, which we tried to preserve in Heroes 6. We are still in this wonderful fictional world—epic and charming, as they say—with beautiful places to visit and plenty of valuables to collect. We call this the "Christmas tree spirit." The game has many resources, artifacts, glittering gold, and creatures you can interact with to get a quest or simply kill to gain access to treasures. But overall, it is still a turn-based strategy with RPG elements. These are true Heroes. However, Heroes 6 has many differences from the 5th and 3rd parts. The main one is, naturally, the graphics. If you look closely, you will see a new tileset that we call "jungles." It is a tropical island. Heroes 6 is the most detailed game in the series to date. Our main artistic goal was to move away from the comic book feel or, I would even say, the cartoonishness of the 5th part toward something darker and grimmer—like an artistic step from Scooby-Doo to Spawn. That was exactly the idea. We wanted the Necromancers in Heroes 6 to look scarier, not funny. Changes also affected some of the core game mechanics. The first thing shown here is the controlled area. Perhaps you have already read about this. This means that the global map is divided into several areas. Each has its own city or fort. Right now, we see a fort that controls the area and all resource production buildings belonging to it. I mean gold mines, sawmills, crystal mines, as well as dwellings of various creatures. They are all linked to one building, and if you want to seize these structures, you will have to capture the main one—the fort or city. If you simply go to the mines and place your flag, as in previous Heroes games, you can still steal resources from there, but every time your hero moves away, the mine will return to the control of the main building.
The main question, I think everyone has: why did you abandon 6 resources and remove 2 resources?
There were many reasons for that. I will make a list. The main fact was that when we discussed interest in rare resources, everyone said it is interesting to upgrade fighters or build higher-class buildings. So a rare resource must be present—something more expensive, harder to find than wood, ore, or gold. But why so many different ones? Each faction had its own resource that was unique to its development. Sometimes there were maps with sulfur and mercury mines. One player needed sulfur, while another needed mercury. As a result, they didn't fight over the mines. They only captured the mine that interested their faction, while the other was useless to you. Ultimately, stealing mercury was done only for exchange for gold, or you could leave it for another player. It wasn't a strategic objective; at most, it could hinder another player's development, which was a hostile tactic. And we decided it would be more interesting if all factions competed for the same rare resource. If you look at the difference between management games like Settlers and strategic ones like Starcraft, there are games with many resources. Mostly, these are games about management, development, and building. But if you look at games with fewer resources, tactics decide everything in those games because you fight for strategic reasons.
Are you not afraid that players might be outraged? They are already outraged by the number of resources—specifically what changed in the 6th part.
I was just about to answer this question. They are already outraged by this change. But most arguments boil down to one thing: it was like this in all Heroes, so why change it? Fine, but what about the interest of the gameplay itself? With the reduction of resources, other interesting changes occurred. First, the interface was simplified. Training for beginners became easier because there are fewer things to master. There is less micromanagement. Map makers found it easier to create maps because they don't have to think as much about which mines to place depending on the playing factions. This mainly concerns multiplayer maps. It speeds up game time on the map. So there were many pluses. And in terms of costs, it is easier for us to make a game with fewer resources. So the arguments were like "a step backward in the Heroes series." It's a pity, of course, to lose this detail. Please try to understand. But for us, this is a minor correction because the principle of mines and rare resources is still in place. So the spirit is present; only the appearance has changed. Another argument was that strategically: the more resources, the better. But again, this concerns development or trade strategy, not fighting for vital nodes. From the earliest days of the project, we had many discussions with fans on the VIP forum. And their first reaction was exactly this: why did you change it?! This sucks! We told them the same thing I am telling you now. Then they had a chance to play one of the maps. And they began to reflect on the development system and other gameplay features, like controlled areas and city changes. And they said: you know what? In the end, we think there was sense in reducing the number of resources. But I believe only time will tell. I think fans will be happy to get the game into their hands. They'll play two or three maps—and it will become irrelevant to them that there are only 4 resources.
Which of the Heroes games is your favorite?
For me, it's the 3rd. I played the 3rd, 4th, and 5th. I didn't play the 1st and 2nd. But I prefer the 3rd because I like the system more where the hero is a commander rather than fighting on the battlefield. Because playing the 4th, I had the feeling that I was playing an RPG with strategy elements, not vice versa. And I prefer the 3rd over the 5th because, even though I worked on Heroes 5 (at that time I was assistant producer and then producer), there were many things in the game that seemed unfinished, which could have been polished if we had spent more time. You know, it was more a question of contributing all efforts and considerations into the game, and sometimes this was rushed. That is something I would not wish for Heroes 6. But Heroes 3 had time for polishing, especially with expansions. So there was a feeling of perfect balance, which I feel when playing Blizzard games. A game that is truly finished—that is what I want to make with Heroes 6.
What would you choose as the best and worst idea in the 5th part of Heroes?
The best idea in the game for me (and we kept it in Heroes 6) was the faction ability. The fact that each faction or race has a special ability that distinguishes it from others: "Gate Opening" for demons, "Necromancy" for necromancers, etc. We kept this (and even developed it) in Heroes 6. And I consider this a good idea. What I liked least (or what I hated most) in Heroes 5 was probably the skill system. I know many players like it. Let them. But personally, I like to manage my character's development, especially in a game where RPG is second after strategy. It felt wrong to play as a knight of Haven who is offered Dark Magic spells. That was incorrect. That wasn't the hero I wanted to play. But I had no choice but to say "yes" because the choice had already been made for me instead of me choosing my hero's path myself.
Why did the game change its name? Previously it was "Heroes of Might & Magic", now it is "Might & Magic: Heroes".
This is a general revolution at Ubisoft. Now we treat our brands as umbrella brands. In the sense that each brand has several games belonging to it. For example, the Tom Clancy series, where there is Tom Clancy's Ghost Recon, Tom Clancy's Splinter Cell, Tom Clancy's Rainbow Six. And we did the same with Might & Magic. Because now we have Might & Magic: Heroes, Might & Magic: Clash of Heroes, Might & Magic: Kingdoms. One thing unites them—the world in which events take place. The world of Might and Magic, which is now associated with this world and the brand itself. And this means it's unlikely that a game simply called "Might & Magic" will appear in the future. This doesn't mean there won't be more RPGs with the label "Might & Magic". It will be "Might & Magic: something". Like, "Might & Magic: Adventures", Might & Magic... whatever.
Can you tell us a bit about the combat system? Has it changed? What is new that wasn't there before? And what repeats previous games in the series?
As for battles, they are very similar to those in other Heroes. We know that battles are the main key to the series' success. We all love them. And we didn't want to ruin them. But we made a few changes. Small refinements. The turn order bar came from Heroes 5, but we returned to a system closer to Heroes 3, where there was a first turn, second, third... Each creature can be used only once per turn unless there is a morale bonus or a spell that allows moving twice. The hero can intervene at any moment. He does not fall under the turn order. He can be played at any time during your turn. But only once. Again, you can use the hero twice if there is a special ability. We kept the special abilities from Heroes 5, as I mentioned earlier. But we made them more powerful. And now they are used to their full potential during battle. For example, necromancers still have necromancy, which allows them to resurrect fallen soldiers. But now this ability can be used during battle, not after. So it becomes a tactical ability. Also, the game has new power levels. There are 4 level ranks. There is an indicator that fills up during battle, allowing you to move to level 1, 2, 3, 4. In general, the longer the battle lasts, the stronger the ability becomes. And each faction has certain conditions for filling this indicator. Necromancers, since they honor death, must kill people, and their own soldiers must die. That is, sacrifice your fighters, kill enemies, fill the indicator—and resurrect the army.
Siege battles, as far as I know, will change slightly. What exactly are the changes?
There are two changes. But again, they are small. Only to make everything more interesting. First: all creatures can smash the wall. Absolutely all creatures. That is, your workers can go and try to break through the gates with their little fists. This wasn't in previous games. Creatures stood and waited until shooters killed them or until the gates broke. Another difference is that each faction has its own catapult, which differs visually and also has a second special ability unique to each faction. But otherwise, everything is the same.
A question about multiplayer mode. Are you planning to change anything in multiplayer compared to previous parts? And in general, what will multiplayer look like?
For now, we are not talking about multiplayer mode. This will be discussed in the future. There were many questions. And the only thing we said was about the presence of a hotseat function for several players on one computer. Such an opportunity will be in Heroes 6. But other modes and details about multiplayer will come later.
Will there be new war machines during battle?
No. Only catapults, which I mentioned earlier. Faction catapults.
Is there any special, interesting new magic? And will there be any features in global magic on the global map?
We discussed this during development. The presence of some kind of global nuclear weapon or something like that. In Heroes 6, there is no such thing. This doesn't mean it won't be in another game or Heroes 7. No, the magic is traditional. The main difference is only in how you get spells. You no longer need to visit schools of magic. You simply have skill points—and you can buy spells with them in spell schools when your level increases. This is a more classic RPG development.
We heard that there will be bosses in the game. What will they look like and how will battles with them be implemented?
When we talked about battles and their similarities to Heroes 5 or 3, we didn't want to change anything radically. But we wanted to make battles more diverse. In connection with this, we changed the battle conditions—or rather, victory conditions. By default, they are the same: defeat the enemy army. Then the enemy either flees or surrenders. But in the campaign, there will be many battles with special victory conditions. For example, holding positions. When the enemy army obviously overpowers you or is too strong, but for victory you only need to hold out for three turns and survive. Also possible is the task of eliminating a specific unit in the opponent's regiment. Ignore the rest. All fire is concentrated on one unit that is your target. There are also opposite situations where you must protect one of your own units, which needs to be healed and protected so the enemy cannot attack it. Protection of a certain part of the map is also possible, like a building that can be destroyed, such as a Temple. And you need to protect it from the enemy. And boss battles are exactly part of that variety of combat. There will be about 10 bosses in the game who will be unique creatures. Much larger than even the biggest creatures in your army. We are talking about sizes 3 or 4 times larger. This means they will take up a huge space on the battlefield. And each requires its own approach. The usual method of fighting them will not work. You'll have to understand how they behave, what their weaknesses are, what they want to do with your army and how to avoid it, etc.
Last question. Will there be a map editor? And will there be a map generator?
We worked a lot on the map editor. We hired a fan named Marzini, Julian Piru, into our Ubisoft team. He is French and known in the community for refining Heroes maps, creating maps, and even a campaign called "The Legend". He was hired into the team to work on several parts of the game. Naturally, this is level design—helping Black Hole create maps for the game. He is also a community moderator because he knows everyone well and is an immediate part of it. And when we talk to the community, we often use Julian as our messenger, our voice. Also, one of his tasks was studying the map editor and explaining to Black Hole how to make it more user-friendly. Our ideas consist of distributing the map editor as early as possible, if possible even before the game's release. So that people can rush to edit maps and create their own. And we want to add a map generator to it, but for now, I cannot promise that it will be ready. I hope so, but we still have so much to do...
Достоинство человека определяется тем, каким путем он идет к цели, а не тем, достигнет ли он ее.;) Демократия есть одурачивание народа при помощи народа ради блага народа.(Уайльд Оскар)
=Feel999=
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Archangel Michael, possibly one of the bosses.
I'll say right away, this isn't fake; insiders are shocked at how this artwork leaked...
Достоинство человека определяется тем, каким путем он идет к цели, а не тем, достигнет ли он ее.;) Демократия есть одурачивание народа при помощи народа ради блага народа.(Уайльд Оскар)
The fourth Fortress (Orcs) faction. Information from the official website http://mightandmagic.de.ubi.com/index2.php. There are also artworks of three units and mentions of some other units. I'll add that the orcs look great, and the "Jungle" units, judging by their clothing (or rather, the lack of it) and the Indian-style paint, seem to have found their inhabitants.
Added 12 minutes later Dear Heroes fans! Today, we are pleased to present you with the fourth faction of Heroes 6: Fortress, which will include orcs, goblins, cyclops, and other mythical creatures.
Core units: Rippers Lightly armored but heavily armed, Rippers are excellent offensive units. They prefer to pounce on enemies and tear them apart. But their legs then need rest (I'm not sure about this phrase; it's possible the meaning is the opposite, that they hardly need rest). The Rippers' shields serve not only as decoration but also as reliable protection against direct and ranged attacks.
Destroyers are an upgrade of Rippers.
Harpies Harpies are half-bird hunters who originally served as scouts, messengers, or light infantry in the army of Mages, but later won their freedom. They became allies of the orcs and were always revered as the favorite children of the God of the Sky. The Harpies' home is on the tropical island of Pao, which is why their clothing and colors are related to it.
Furies are an upgrade of Harpies.
Goblins. Goblins are small, thin, and physically very weak creatures, the result of failed experiments in creating orcs. Goblins are known for their inattention, stupidity, and cunning, but they are also very agile and fast, which helps them save their necks. Therefore, they prefer to attack only in large numbers, using various kinds of traps and snares, which are dangerous because of their unpredictability (I didn't quite understand this phrase; literally, it sounds like "which we should be afraid of because they were not created by masters." That is, goblins seem to build everything in a hurry, so all their traps are unstable and unpredictable). In the orc army, Goblins are mainly used as scouts, light infantry, or for sacrifices.
Goblin Hunters are an upgrade of Goblins.
Майор Вихрь
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They posted artwork of horses from four well-known factions. High-resolution versions can be found in the corresponding albums on the M&M Facebook page.
Haven
Necropolis
Inferno
Stronghold
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
Майор Вихрь
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Announcement of the collector's edition of the game:
I'm afraid to imagine how much this marvel will cost, but those who pre-order will get access to the beta version of the game. The same applies to the regular version:
Might and Magic, Heroes VI News-buy Buying Might&Magic Collector Edition unleashed! Get access to the Beta!
3/10/2011 10:00:00 AM
You heard right, you can play Heroes VI really soon by pre-ordering the Collector or the Standard Edition.
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.