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I would vote for the dwarves. Because I don't really like forest elves. However, I probably wouldn't vote for the dark faction either, especially if they are pitted against demons.
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will there now be 8 units?

Added 56 minutes later
Questions of interest:
1. Will each faction have a division into warrior/caster, or will it be like in 3 and 5?
2. Will they bring back the mage guilds in the cities?
3. Will they bring back the unique city skills, like the training in Haven?
4. Will we see the Dragon Utopia, or will it be like in 6...?
In reply to brom
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brom
Will there be 8 units now?

Added 56 minutes ago
Questions of interest:
1. Will there be a division into warrior/caster for each race, or will they do it like in 3 and 5?
2. Will they bring back the mage guilds to the cities?
3. Will they bring back the unique city skills, like training for the Order faction?
4. Will we see the Dragon Utopia, or will it be like in 6...?

0. There will be 8 units. 3 basic, 3 elite, and 2 alternative champion units. Plus, each faction will have 3 units similar to war machines.

1. The composition of levels is diverse. Different factions have a different number of flying units, archers, infantry, etc.

2. Spells will now be purchased in cities (they didn't say whether in guilds or not) and will be found on the adventure map.

3. Each faction will have racial abilities, but almost nothing is known about them yet.

4. I suppose it depends on the presence of dragons. And their presence, apparently, depends on the choice of factions by fans in the voting.
In reply to Shukfir
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Shukfir
0. There will be 8 units. 3 basic, 3 elite, and 2 alternative champions. Plus, each faction will have 3 units similar to war machines.

1. The level composition is diverse. Different factions have a different number of flying units, archers, infantry, etc.
3. Each faction will have racial abilities, but almost nothing is known about them yet.
4. I think it depends on the presence of dragons. And their presence, apparently, depends on the fans' choice of factions in the voting.

0. I see that, but why 8 if it has always been 7? Maybe we'll have to choose among the champions?
1. I'm talking about heroes; in Heroes 6, a hero of any race can be either a warrior or a caster, while in Heroes 3 and 5, it's different, as far as we remember.
3. I'm talking about something else, like "for example, preparation"; for Necropolis, it's transformation into undead, avenger, artifacts, and the slave market, etc.
4. Well, in Heroes 6, there were birds, I don't remember exactly, but not champions from the factions.
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Q&A with representatives from Ubisoft and Limbic on Celestial Heavens:
http://www.celestialheavens.com/viewpage.php?id=838

Rough translation:
Kalah: Many fans of the Might and Magic series have passionately wished to see John Van Caneghem return to game creation. Is Ubisoft considering a conversation with him about future collaboration?

Gary Pawlini: Indeed, we met John Van Caneghem at GamesCom last year while presenting Might & Magic X – Legacy. It was truly a wonderful meeting (and a great moment for Julien, as he is a devoted fan). At that time, he was working on Command & Conquer for EA. We haven't had the opportunity to contact him since MMXL's release. We believe he is currently working on new projects and sincerely wish him all the best in the future. We are sure that whatever he creates next will be amazing!

Kalah: A question specifically for Limbic. You started by taking over the development of Heroes VI, then independently developed MMX, and now you've been tasked with developing Heroes VII. Would you say this is your biggest task so far? What have you learned over the last couple of years working on other games in the MM franchise?

Stefan Winter: First and foremost, Heroes VII is certainly the largest project in our collaboration with Ubi. For us, it's great to be on board from the very beginning of development all this time. And on Ubi's side, we have many familiar faces working with us once again - which is great!
From a development standpoint, from Heroes VI and its adventure packs, we learned to be smarter about how we create content. On one hand, creating content is always a labor-intensive process, but on the other hand, I am sure we made several good decisions regarding the engine, editor tools, and especially the connection between those writing the story and our level designers. As far as I can tell right now, it seems to be working quite well. At the moment, we are not concerned about the number of maps we are releasing. We are still looking for a way to add one or two new people to the level design team, but overall the entire team has done an amazing job ensuring that we can build maps and campaigns for Heroes VII. In general, we (hopefully) learned how not to fall into the content trap!
Even if Legacy was a different team in terms of company and scope, we are drawing benefits from it for Heroes VII. Legacy gave us the opportunity to complete one production cycle with Ubi - including all necessary processes from translation, quality assurance, marketing, community work, etc. We had a very productive post-mortem analysis with the Ubi team about what went right and wrong, and I am sure we will benefit from this. For example, the idea of allowing fans to vote for two of the Heroes factions, plus the Shadow Council approach, is based on our first experience with what we did on a smaller scale with Legacy during Open Dev.

Kalah: What can you tell us about skills and the magic system?

Gary Pawlini: Too early to say! Some things are still being discussed at an internal level, and it would be a shame to announce things that won't be in the final game.

Xavier Penin: The biggest piece of information is that spells are once again outside the skill system and must be learned in town guilds, buildings on the adventure map, or from other heroes. Players can complete their hero's spell collection by exploring the map or completing a campaign. Heroes have classes (like Paladin) and this determines their skills. They also have a faction skill.
Skills have a global effect and offer access to abilities that have a more specialized effect. Upon leveling up, a player can spend a point to upgrade a skill or buy an ability. You cannot have everything, so you must make choices: you can specialize or try to be balanced.
Also, skills are divided into Might, Magic, and neutral categories and align with the Hero's class.

Kalah: Tell us about the editors;

- Will a map editor be released along with the game?

Gary Pawlini: Yes, the map editor will be released with the game! In fact, the map editor should be viewed as a core feature of the main game, and we are putting in a lot of effort and love to make it as accessible as possible for players. We will give you more detailed information very soon.

- Fans were disappointed with the H6 editor and hardly any maps were made for the game; will the editor be better this time?

Gary Pawlini: Well... The simplest answer is: YES, plain and simple. As I said, we are putting a lot of effort into designing and developing the map editor. Additionally, we are currently engaging experienced map makers to help us improve the user experience (including UI) and test the map editor.
But keep in mind that it's always easier said than done. So, instead of boasting and trying to overpromise, I would simply say this: you can be the judge when the game comes out!

- What about a random map generator?

Gary Pawlini: As I mentioned, we are really working hard on the map editor! We will provide you with more detailed information as soon as we can.

- Can the editor be used to make a campaign with transferred heroes?

Gary Pawlini: We would certainly like for a campaign editor to be there from the start, and that is something we are considering. However, I don't want to say or promise anything since we are still very far from release.

Xavier Penin: In fact, a campaign editor is planned, and it would allow transferring heroes, as well as artifacts and other data used for storytelling.

Kalah: Is there an online system? What about DRM?

Gary Pawlini: I think the question is more - will the game use Uplay? Am I wrong? But seriously, Uplay is part of Ubisoft's corporate strategy, so it will be part of Heroes VII.
However, as we mentioned earlier, Uplay no longer means a permanent connection. Just like in Steam, you must connect once to activate your game, and then you can play offline as much as you want. This will be the case in Heroes VII.

Xavier Penin: The game will feature classic online modes and perhaps even more.

Kalah: Combat system and battlefield - what can you tell us about this?

Gary Pawlini: There are really many things to say regarding those topics. I don't want to give too many details since we will reveal them anyway through the Shadow Council website. You should definitely keep a close eye on it to get as much information as possible. Instead, I'll just drop a few teasing words: different battle map layouts, obstacles, various victory conditions... and flanking strikes!
In principle, we aren't trying to reinvent the wheel, but are using battles from previous Heroes titles as a foundation to build upon, hoping to bring some interesting changes to the battlefield.

Xavier Penin: The motto of the combat system in H7 is fewer abilities, more tactics. We want dynamic battles with movement, risk, and sacrifice. We want to encourage attacks and reward smart unit placement and use of space. Also, we want to strongly emphasize each faction's combat style through faction skills, as well as creature stats and abilities. Another big theme is the variety of battle maps and NPC formations. You will encounter unexpected terrain and enemy formations, diverse armies using special tactics.

Kalah: Lineup;

- Which factions?

Gary Pawlini: If you've seen the trailer (and we certainly hope you have!), you already know that 6 factions are planned for Heroes VII. Four of them were chosen earlier due to production constraints: Haven (as usual, I'd say), Academy (finally making its big return!), Necropolis and Stronghold. At the same time, the remaining two factions are not carved in stone, and in fact, we chose to let fans decide what they want to see in the game. Right now, voting is taking place on the Shadow Council website, offering fans a choice between the Elven Union and Fortress, which will be followed by other votes (such as the second implementable one, which will affect the plot, environment, lineup, and abilities). Basically, we are letting fans be a huge part of the development process, allowing them to help make the part of Heroes they want. So don't miss this opportunity and please make sure you spread the word across various communities!

- Units?

Gary Pawlini: You should check out the Shadow Council website, as it already contains details about the announced creatures. Stay tuned as we reveal more details during development!

Xavier Penin: The biggest news is the return of war machines in a different form, but with a role similar to what they played in the old games. You will be surprised.

- Neutrals?

Gary Pawlini: Indeed, neutrals will be part of Heroes VII. I cannot give you more details at this time, but we will make sure to make them an important part of the game.

Xavier Penin : We know how important it is to have neutrals to ensure variety in random skirmishes, but we are also counting on a variety of armies, formations, and terrain to achieve this goal.

Kalah: Game economy: what resources? Are some resources tied to specific factions?

Gary Pawlini: We've done our homework and heard your feedback. There will be 7 resources in Heroes VII and some of them will be tied to certain unit tiers. So, more than ever, control over resources will be the key to success.

Xavier Penin: Some factions will need certain resources more than others, but we don't want to create bottlenecks. These factions will have means to gather their preferred resources even in difficult situations through hero abilities and town buildings.

Kalah: What will the campaign be about? Where are we on the MM timeline?

Gary Pawlini: The "framing" story of Might & Magic Heroes VII takes place in 853 YSD. This is ten years after the fourth Eclipse and the death of Empress Miev Falcon, leaving the throne empty and the Empire in turmoil. After countless battles, threats, betrayals, and alliances, two contenders remain to claim the crown: Ivan Griffin and Seamus Deer. Now, most of you know that in the end, Ivan wins the war and becomes Emperor. What you don't know is that it almost didn't happen.
We meet Ivan in a state of self-doubt: the war has had negative effects on both his body and mind. He has seen many horrors and destructions, and he likely committed several of them himself. Now he is tired of everything, wanting to give up, declare the independence of his duchy, and leave the Empire to Seamus. But just as he is about to make this fateful decision, his advisors (among them a few familiar faces) begin to tell him stories of heroes of the past who, like Ivan, faced impossible choices.
These stories are the six campaigns of Heroes VII, each focusing on a key moment in the history of one specific faction... And that is all we will say for now.

Kalah: Who is doing the music? Will the fans' favorite duo King/Romero return?

Gary Pawlini: Heroes aren't Heroes without Rob and Paul. So they will certainly return... oh, sorry, I should have said they've already returned, as some of their new compositions could be heard during the demo version presented at GamesCom.
Rock Chen, a composer who worked on the Heroes VI adventure packs as well as MMX – Legacy, also contributed several songs to the game.

Kalah: System requirements?

Gary Pawlini: Hard to say right now since the game is still in development, changes are being made, and features are being added. Nevertheless, we are focusing a lot on system requirements to ensure that the game can be run on various computers.
In reply to brom
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brom
0. I see that, but why 8 if it has always been 7? Maybe we'll have to choose among champions?
1. I'm talking about the heroes; in Heroes 6, a hero of any race can be either a warrior or a caster, but in 3 and 5, it's different, as far as we remember.
3. I'm talking about something else, "for example, preparations"; for Necropolis, it's transforming into undead, the Avenger, artifacts, the slave market, etc.
4. Well, in 6, there were birds, I don't remember exactly, but not champions from factions.

0. Yes, you'll have to choose among champions.
1. Judging by the number of missing icons on the official website, there will be 4 hero classes.
3. Unknown.
4. A dragon utopia without dragons? I doubt it.
In reply to Shukfir
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Shukfir
1. Judging by the number of missing icons on the official site, there will be 4 hero classes.
Thanks friend.
"Heroes have classes (like Paladin)", I don't want casting orc heroes( But it looks like they'll decide as in 6...
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I think this installment will feature at least 2 dragons (for Necropolis and Sylvan), or 3 if the next vote chooses the Elemental faction instead of Demons. Heroes without dragons aren't heroes.
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and flanking attacks!
It seems that the creators of the seventh installment liked the third Age of Wonders.
In reply to Ple-Sen
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Ple-Sen
It seems the creators of Heroes 7 liked the third Age of Wonders.

AoW 3 was released later than Heroes Online, from which these mechanics were borrowed for H7.
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Didn't the open beta for Heroes Online start in July? While AoW was officially released back in the spring.
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Yes, flanking maneuvers were actually quite necessary; it's a matter of military strategy. There's hardly any need to talk about borrowing ideas here.
 

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In turn-based strategy games, this was practically not used. And here, it is introduced directly in two games. I'm not saying it's bad, but it does raise certain thoughts. In AoW, for example, it increased the value of expendable units, specifically for flanking attacks. There is also a leader class that actively uses this mechanic (the rogue, some of whose units deal particularly painful attacks from the rear). I will be happy if this also diversifies the battles in Heroes!
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Ple-Sen
Didn't the open beta for Heroes Online start in July? While AoW was officially released back in the spring.

The game itself was announced back in August 2012 (half a year before the announcement of AoW 3), and the announcement also mentioned flanking attacks. So, it's more likely that AoW3 borrowed them, rather than the other way around.
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Stories of the Ten-Year War, Part 1:
https://mmh7.ubi.com/ru/blog/post/view/tales-of-the-ten-years-war-part-1

Approximate translation:

Many of you have asked me to tell the story of the events of the last ten years. I am beginning to realize that many outside the Holy Empire did not fully understand what was happening within our borders. As painful as it is for me to recall the tragic events of the last decade, it is necessary if we are to put an end to the bloodshed. However, this may take some time. A lot happens in ten years, especially ten years of war.

But is the story I am about to tell you true? It would be presumptuous to say so. I can only tell things as I saw them – my truth. Ask one of Sheamus Deer’s advisors, and he might tell a completely different story.

Stories of the Ten-Year War

843 – The Last Flight of the Falcon.

If Empress Mive the Falcon committed a sin, it was certainly the sin of pride. Often, when you think you have everything under control, it all falls apart. The dangers of unwarranted pride will be a recurring theme in this story. So much so that in the centuries that followed, historians might well call this war the "War of Pride."

Where to begin? Perhaps with a prophecy.

In the dawn of our age, which scholars call the "Historical Era," Ronan the Great, High King of the Falcon Clan, defeated his rivals and forced them to bow before him. There were no more human clans. An Empire was born.

It is said that on the day of Ronan’s coronation, the Seventh Dragon himself, Sar-Elam, appeared to the new Emperor and spoke in a voice that was both ancient and timeless.

"Emperor Falcon!" he said. "Your blood is the blood of men. As long as your blood lives, the children of Ialat will prosper."

Well, he probably didn't say exactly those words, but everyone at least agreed on their meaning: as long as the Falcon dynasty exists, the children of Ialat – the human race – will prosper.

But, of course, Sar-Elam’s words also made the Falcon line a target. The demons of Sheogh, in particular, made several attempts against the Falcon Emperors throughout history.

Evil Plans

In 564, the second Eclipse turned the skies of Ashan red, two years later than the Blind Brothers had predicted. Prince of Hate, Ariban, who had been plotting to spread dissent and hatred within the Empire for many years, personally led the siege of the capital of the Empire, Falcon Nest. Emperor Liam Falcon died in battle, while demon cultists, led by the traitor Jezebeth, hunted down his heirs.

Fortunately, Duke Gryphon, Anton, managed to kill Jezebeth and save the only surviving member of Liam’s family – his niece, Gwendolyn. The Princess was safe, and the Imperial forces united to liberate Falcon Nest and destroy Ariban.

So, the hellish plans were thwarted, and the blood of Ronan continued to flow.

When the time came for the fourth Eclipse, Empress Mive was ready. The Blind Brothers had perfected their art, and this time their predictions were absolutely accurate. The Eclipse occurred exactly when it was expected, and as the demons descended upon the lands of the Holy Empire, the Knights of Light were there to greet them with blessed steel in hand.

Everything was under control.

But Empress Mive underestimated the current ruler of Sheogh, the one known as the Lord of Demons. While the demons were heading for the battlefields, a group of assassins infiltrated the walls of Falcon Nest. Leading them was none other than Jezebeth, who was offered – or cursed, depending on how you look at it – a second life in Sheogh as a succubus.

Jezebeth was obsessed with finishing what she had been unable to do four centuries earlier. Jezebeth and her demons stormed Mive’s throne room, killing the Empress and slaughtering her entire family. They then burned Falcon Nest to the ground to ensure that no Falcon heir survived.

The fourth Eclipse ended in defeat for the demons... and their greatest victory.

Blood for Blood

However, the human world did not seem to be rushing to its end. And for scholars, this could only mean two things.

Skeptics believed that Sar-Elam’s prophecy may have been wrong all along, or at least misinterpreted. This happens all the time, really – just as you should never trust someone who claims to have the one and only truth, you should never believe someone who claims that their interpretation of a prophecy is correct.

The faithful, on the other hand, argued that Mive’s son, Brendan, had somehow survived the massacre of Falcon Nest. As strange as it sounds, many in the Empire wanted to believe this. The Church of Light declared a year of mourning. If Brendan’s child were found alive within that period, he would inherit the throne. If he were not found, he would be declared dead, and a new Emperor would be elected from among the Dukes of the Empire.

This time was spent hunting down the last remnants of demon marauders. Among them was Jezebeth herself. Ivan Gryphon, leading a company of gryphon riders, was the one who found and cornered her. The succubus tried to hide in the most conspicuous place, in the ruins of Castelrose, an old citadel of the Holy Inquisition.

It was no secret that Ivan and Empress Mive were good friends, and he showed no mercy to her killer. You may know the folk song inspired by their encounter? I think it goes something like this:

"She tried to cast her nasty spells,
So he cut off her hand.
She tried to fly back to hell,
So he cut off her wings.
She begged for her life,
So he drew his sword.
She promised to become his wife,
And he made his blade sing.
He cut off her head,
Until he realized she was dead..."

The lyrical qualities of this piece are, of course, debatable, but that is not the point. What is important is what the song does not mention – the fact that Jezebeth had one last trump card to offer in the hope of saving her miserable skin. In a last, desperate gamble, she offered information about the boy, Brendan. But Ivan replied that he would never believe a word spoken by a murderer, especially a succubus. That’s when he severed her head with a mighty swing of his sword.

With Jezebeth’s death, the fourth Eclipse finally ended. But in the Empire, the problems were just beginning...

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