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Posts from Future expansions.

4.7 (3 ratings)
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Which race are you most looking forward to seeing in the expansion?
155 voters
Single choice Public votes Closed 2012-10-23
This poll is closed.
DUNGEON – Dark Elves
35.5% 55 votes
ACADEMY – Mages and Wizards
25.2% 39 votes
SYLVAN – Wood Elves
39.4% 61 votes
In reply to Sanctuary
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Sanctuary
Is there any other information about the add-on besides the 3 screenshots, artwork from the book, and the developers' promise to create 2 add-ons with 2 new factions each?
Unfortunately, there doesn't seem to be any yet. Someone would have posted it here if there was. We need to wait patiently.
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Did the developers promise to create 2 expansions with 2 new factions each???
They have already refuted this many times; there will not be two factions in the expansion. There is nothing new.
In reply to Adagio
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Adagio
They have refuted this many times; there won't be two new factions in the expansion. There is no new information.
No one has canceled the DLC for the add-ons with new factions...
Маласса ждёт...
Маласса знает...
Маласса за всеми наблюдает...
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No one has canceled the idea of DLC for expansions with new factions...
I'll say more: no one has even announced it.
In reply to Sanctuary
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Sanctuary
No one has canceled the idea of DLC for add-ons with new factions...

If you remember what content was included in the already released DLCs, then the phrase "DLC with factions" sounds simply ridiculous.
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well, you know, it seems to me that the upcoming expansion will be no more than a DLC, just twice as "long" as the previous ones.
Маласса ждёт...
Маласса знает...
Маласса за всеми наблюдает...
In reply to Sanctuary
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Sanctuary
you know, for example, I think that the upcoming expansion will be no more than a DLC that is just twice as "long" as the previous ones.

This expansion will differ from other released DLCs at least in that it will be released in a box, and not only in digital form.
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Can you tell me if save games will be lost after installing Windows?
If you don't copy your data during reinstallation, your save games will be deleted. If you have synchronization enabled, your save games will be loaded the next time you log into the game.
Online saves will probably remain intact in any case, but local saves will be lost if they are not transferred to some storage medium (as Pobeditel already said).

And a little about something else. In general, the reputation system, which was introduced in the sixth installment, is very interesting. Based on its hybrid with the ideas of previous installments, it would be possible to create a fairly diverse recruitment system for the seventh installment: a choice between mutually exclusive creature dwellings with a physical/magical attack type (≈4), followed by a decision on upgrading monsters to Blood/Tears (5, ≈6). The number of combat units at each level would be the same as the number of hero types, i.e., 6. For example, for Sanctuary.
Creature
Level
Alignment
Reputation
Ability
Kappa
Basic
Strength
Neutral
Poison Kappa
Basic
Strength
Blood
Leap
Clinging Kappa
Basic
Strength
Tears
Twist
Reef Naga
Basic
Magic
Neutral
Medusa
Basic
Magic
Blood
Petrify
Tide Priestess
Basic
Magic
Tears
Waves of Renewal
Sharkman
Elite
Strength
Neutral
Shark Berserker
Elite
Strength
Blood
Blood Frenzy
Shark Guard
Elite
Strength
Tears
Powerful Strike
Yuki-Onna
Elite
Magic
Neutral
Ice Maiden
Elite
Magic
Blood
Ice Shards
Snow Maiden
Elite
Magic
Tears
Ice Touch
Abyssal Naga
Champion
Strength
Neutral
Wave Warrior
Champion
Strength
Blood
Four Waves
Kenshi
Champion
Strength
Tears
Summon
River Unicorn
Champion
Magic
Neutral
Kirin
Champion
Magic
Blood
Hailstorm Shield
Qilin
Champion
Magic
Tears
Cloud Shroud

Thus, it is possible to tailor the army to the hero's alignment and reputation, or to create diverse combinations of troops to implement a particular combat tactic. Personally, I would very much like to see something similar in the future installments of the series. It is always interesting to encounter an opponent who plays a city with the same alignment as you, but at the same time has completely different creatures. I love variety... :rolleyes:

P.S. Now I don't even know... This post is not very suitable for the sixth installment, although it is based on it in many ways... But I didn't find a more suitable topic, so I apologize in advance. If necessary, delete it.
In reply to Adagio
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Very interesting. Although, won't this create an imbalance towards one of the creature versions? I'm not an expert on Heroes of Might and Magic V, but it also has alternative upgrades, and as a rule, I always choose only one – the most extreme one. The other units end up being unused. Hmm... however, if you have heroes with different reputations, you can vary and tailor armies for different combat tasks – or as a counter to the opponent's development. Interesting. For example, in StarCraft, if one player goes for Mutalisks, the other, as a counter, builds Marines or Phoenixes, etc. But that would require a lot of balancing...
In reply to Adagio
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Very interesting.
Although, won't this create a bias towards one of the creature versions?
I'm not an expert on Heroes 5, but it also has alternative upgrades, and for some reason, I always end up choosing only one – the most extreme one. The other units become unnecessary.
Of course, balance is an extremely important detail. Simply manipulating the stats of the units won't be enough. I haven't played the fifth installment much, so I'm not very familiar with its upgrade system. In my proposed version, all four paths of creature training are useful by default (largely due to the close connection with the initial hero's affinity and reputation, and later – with secondary heroes). It is assumed that, for example, under the command of a mage, the Tears path will directly benefit the priestesses of the tide, snow maidens, and cyclops in battles, but this does not mean that you must necessarily choose only them. Perhaps the player has their own clever tactic, for which the skills of other monsters will be required, for example, ice maidens or deep naga, which he will include in the army of the chosen hero. I would like to see a game with many options, in which, with careful consideration, it would be possible to create a large number of effective combinations by mixing different types of troops under the command of certain heroes. I'm already tired of these identical sets of creatures, and this way, at least some creative process begins.

And also regarding usefulness. I think it can be achieved by endowing the units with truly significant and tactically important abilities, and not with abilities that are rarely used and frankly weak. Based on my proposal, for example, take the priestesses of the tide. If they act as healers and support, then it makes sense to take strong physical units at the elite or master level, which will tank and take the brunt of the enemy attack. They will be able to do this much longer, receiving magical support from the priestesses. In short, the main thing is the essence, the usefulness of the unique abilities of the warriors. If this is the case, then there will be a difficult choice.
In reply to Adagio
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Sometimes I play games like Gothic, Heroes 6, and so on. Orcs are constantly present in them; it's unclear what kind of creatures they are anymore. This trope is being copied and rehashed by everyone, and it has long lost its originality. Thankfully, they haven't added them to StarCraft yet. It's a shame that there are no Dwarves there; otherwise, to complete the set, they could add Snow White to the mix, and that would be it. Perhaps, instead of Orcs in the seventh installment of Heroes, it would be a good idea to introduce some other characters. Even if they were crossed with, for example, fish-squirrels, it would still be a fresher and more interesting choice than Orcs.
In reply to Adagio
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The distinguishing feature of the Future Fish Orc Squirrels on the battlefield, as I mentioned earlier, would likely be traps and obstacles. For example, a one-time stone landslide created in front of enemy heroes on roads near hills. (This would require stones and wood for the enemy, but it could only be created once a week, and the trap would only last until the end of the week.) If an enemy hero falls into such a trap, they lose all their remaining movement points for the day. And, for example, it would also be possible (for a large amount of wood) to create an obstacle for the upcoming battle out of sharpened wooden stakes, but only if the enemy attacks and the Orc hero remains in place. This obstacle would create a barrier similar to a wall that would need to be broken through to pass. However, flying units would be able to fly over it. The obstacle would increase the penalty for enemy ranged attacks through it, but it would not increase the penalty for friendly ranged attackers located near the stakes on the opposite, fortified side (and would even increase the chance of a critical hit). In my opinion, this would be good when the enemy has a numerical advantage in troops.

Added 1 hour 5 minutes ago
I didn't fully use my imagination here, and I hope that the developers will surpass this and come up with something even better, even if based on such fan suggestions.
In reply to Золтар
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Zoltar
I sometimes play games like: Gothic, Heroes 6, etc. Orcs are present in all of them; it's unclear what kind of creatures they are. This trope is being copied and reworked by everyone, and it has long lost its originality.
I play games like "Heroes 6", "Heroes 5", "Skyrim", and everywhere there are people. They are everywhere, so they have lost their originality. I suggest that in the next add-on or in "Heroes 7", they should be crossed with giraffes.
Карты для Heroes of Might and Magic V
Цикл "Закадычные враги": "Особенное гостеприимство, "Супероружие", "Меж молотом и наковальней"
"Падение Шантири"

Кампания для "Кодекса Войны"
"Выбор Сагиттеля"
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Yeah, I'm also tired of humans. Paradox is probably the most boring race, but for some reason, they're everywhere. Let's have crab-people-trolls!
In reply to Shukfir
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Let's send a letter to Akseot with 2 ideas for cities for the 2nd and 3rd major expansions. Work on the first one is already underway, but we can come up with ideas for mages and light elves right now. Mages: Academy: Colors: Blue, purple. Symbolism: Revered deities: None Foundations of worldview: "Magic is everything," "Those who don't love magic are pathetic and weak." Country/kingdom: Aitz Capital: Frost Strengths: High luck, strong magic, strong units. Weaknesses: Low morale, higher prices. Basic units: Steel Golem - Diamond Golem Gremlin - Saboteur Gremlin Priest - Warlock Elite units: Archmage - Elementalist Djinn - Djinn Sultan Sphinx - Lamassu Champion: Alkonost - Siren

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