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Posts from Heroes 6 - Discussion

4.3 (15 ratings)
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15 years ago
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Ghoul vs. Tormentor, it's funny how they're drawn to each other. It looks good, but it's a bit empty.
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15 years ago
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Looks great, although it's unclear why the person taking the screenshots persistently doesn't enable anti-aliasing.
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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15 years ago
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Vayshan
Looks cool, except it's unclear why the person taking the screenshots stubbornly doesn't turn on anti-aliasing.
I'm asking myself the same question. But what scares me even more is that the models posted on the official website have no effects at all. For example, judging by the screenshots, the horses of the Knights of the Sun glow like a light bulb; the "lich's wings" are immaterial; the Glorias have normal hair, etc.
Фанатское руководствo по Героям VI (spamm, alexrom66, Павлов и Magic Art): Английская (v.0.93) и Русская (v.0.93.1) версии
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15 years ago
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By the way, I just noticed that Pete Lordam never got proper wings. Not the best reference to the previous games, to be honest.
In reply to Ranmaru Rei
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15 years ago
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Irdis Evalle
I have the same question. But what scares me even more is that the models posted on the official website have no effects. For example, judging by the screenshots, the horses of the Knights of the Sun glow like a light bulb; the "lich's wings" are immaterial; the Glorias have normal hair, etc.
Most likely, it's just a limitation of Flash, but everything is fine in the game engine.
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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15 years ago
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It looks good, but a bit empty.
There's no interface, no grid, no numerical indicators for the units.
But what scares me more is that the models posted on the official website have no effects. For example, judging by the screenshots, the Sun Knights' horses glow like light bulbs; the Lich's "wings" are immaterial; the Glorias have normal hair, etc.
Most likely, this is just a limitation of Flash, and everything will look fine in the game engine.
There's also a more realistic possibility: in the game's 3D, everything will look much worse than in the concept art.

And what looks NOT cool is the auras on the creatures on the battlefield. Why is this necessary? Who needs it? It looks good in Disciples 2, where there are a maximum of twelve creatures, and usually only two are highlighted with auras at the same time, but in this screenshot, I see absurdity.
My sword, my trusted ally, unphased by my aspect.
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15 years ago
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New screenshot; it looks like they will show the demon town tomorrow.
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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15 years ago
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About reputation, new QA
Karaidel
1. Can you introduce us to the reputation system?

"You were born a Griffin! The story of your life is written by you, but choose your ink wisely! There are only two colors... Your blood and your tears."
In Might & Magic Heroes, you are offered two different paths to write your destiny. Your blood inherits the Dragon-gods, and if you follow instincts by attacking fiercely and quickly, throwing caution to the wind, your blood will serve you well.
There is also another way to write the story of your hero. You can do your best to understand the complexity of the situation before acting rashly. This is the path for those seeking knowledge and protection, inquisitive at heart. It is full of moments of amazing happiness, but also of tragic sadness. This is the path of Tears.
Regardless of which path you choose, you must follow it to its logical conclusion. True heroes are true to their hearts. By trusting Blood or risking Tears, writing the story of your destiny will become an exciting adventure.
In Heroes 6, the player will face a very important choice of Reputation between two different "moral paths" - the path of Dragon's Tears and the path of Dragon's Blood.
This is not a Manichaean dichotomy of "Good versus Evil", but a dynamic concept of opposing viewpoints.
Blood Heroes will be active and aggressive, Tear Heroes will be passive and defensive.
Imagine, for example, that your hero comes across innocent creatures being attacked by a robber.
As a "Punisher", a Blood Hero will pursue the robber and attack him to prevent him from causing more harm.
As a "Paladin", a Tear Hero will stand between the robber and his victim. He will try to intimidate the robbers and comfort the victim.

2. What are the consequences of this choice?

Your hero's path will greatly influence your gaming experience:
From a narrative point of view, you will be given special quests on each campaign map, there will be different hero companions, and the unique epilogue of the map is also related to your choice of path.
The game mechanism will give you access to certain "advanced classes", there are 4 for each faction, each with its own unique visual effects and sets of abilities. The more Reputation you gain, the more powerful the abilities associated with it become. For example, Healing (a Light spell) will depend on your Tear rating, and Fireball (a Fire spell) will depend on your Blood rating.
This is a truly unique system, never before seen in strategy games.

3. What can we expect from the advanced classes? Will they work like in Heroes 4?

No, because they are based on a certain combination of abilities and, to a greater extent, on your choice of reputation.
The class of your heroes is ultimately determined by the faction, its affinity (Sword or Magic) and the choice of their reputation.
For example, a sword hero from the Haven faction will start as a "knight" and can later become a "paladin" (tears) or a "champion" (blood).

4. Can you choose your advanced class? Or will it happen automatically?

Most in-game actions reward you with Reputation points.
For example, if your enemies flee before a powerful army, allowing them to escape, you will receive Tear points. Chasing them down to kill them will give you Blood points.
In most cases, using Tear abilities will give you Tear points, the same is true for Blood.
Many quests will also offer a reputation choice and reward you with the corresponding reputation points. Gaining one is not mutually exclusive. Your Blood and Tear ratings are not linked, and you will never lose reputation points you have already gained. When you reach a certain level of Blood or Tears, you will be offered an advanced class according to your reputation. This will not happen automatically, you must return to one of your cities to change class. So you can wait until you reach the desired level of both Tears and Blood, and then make your choice.
Every 10 levels you can align your hero's Reputation (and therefore his class and abilities). But in the single-player campaign, you must make a final reputation choice at some point, after which you will not be able to go back and re-choose (the reasons for this will be justified by the story of the campaign).
Фанатское руководствo по Героям VI (spamm, alexrom66, Павлов и Magic Art): Английская (v.0.93) и Русская (v.0.93.1) версии
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15 years ago
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This is truly a unique system, never before seen in strategy games.
My sword, my trusted ally, unphased by my aspect.
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15 years ago
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The idea seems good, but will everything actually be as they say?

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15 years ago
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Reputation is nonsense. We have a turn-based strategy game here, not an RPG.
А что я здесь делаю то?
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15 years ago
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RPG elements have always been present in Heroes; I don't see anything new here. A turn-based strategy game without them would be like Civilization.
 

К А
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15 years ago
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Civilization, by the way, is an excellent game. An RPG can be, of course, but not in such large quantities.
А что я здесь делаю то?

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