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Posts from Heroes VII

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#196
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Well, in this case, it wouldn't have cost them anything to include both items in the collector's edition, really. Although, if I were voting, I would vote for the flag. Tarot decks have a rather dubious reputation, first of all. Secondly, such a deck brings to mind a similar item in the Chronicles of Ember (at least, for me). This is a definite negative, because without those characters, it loses its meaning; I'm not familiar with these Ubisoft characters. And there's no guarantee that I'll even like them.
But I won't vote anyway. In any case, I won't be buying the collector's edition, even if the game turns out to be a masterpiece.
 

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#197
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I have two questions:
1) Has the release date for the seventh installment of Heroes been set, or is it still just unconfirmed rumors that it will be released in the summer of 2015?
2) Will the hero development in the game be similar to the hero development in the sixth installment, or like in the fifth? That is, will it be more flexible and multifaceted, and will there be a skill wheel? I would really like it to be like in the fifth. I personally didn't like the sixth one, so I played it less.
#198
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1) No release date has been announced yet. There are even unconfirmed rumors that it won't be before 2016. 2) There will be a skill wheel. However, skills will be chosen not from randomly offered options (like in Heroes 5), but from all possible skills. The developers are currently deciding whether to introduce an additional option before the start of the game, which, when enabled, would allow skills to be chosen in the style of Heroes 5.
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#199
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I am really very glad that the development of the game will be exactly like this. I watched the videos, read about the game, and now I will be waiting for its release. I really want to play it.
#202
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The third part of the voting for the collector's edition content:
https://mmh7.ubi.com/en/blog/post/view/collector-s-vote-part-3
The official Heroes VII soundtrack or several lithographic prints of iconic scenes from the game.
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#204
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Well... Between something that's been done 100 times and something vague... I'll choose the thing that's been done 100 times.
 

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#208
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From Heroes III to Heroes VII: https://mmh7.ubi.com/en/blog/post/view/from-heroes-iii-to-heroes-vii Approximate translation: Like any good heir to a long dynasty, Heroes VII draws on the long history of its predecessors, including the beloved third installment, known as the most highly-rated of them all. This article shows how the design of Heroes VII reflects some aspects of its celebrated predecessor. Battle calculations: The battle calculation system is very similar to H3. The difference between two opposing stacks of units is based on their respective attack and defense values. This difference creates a multiplier for the damage dealt by the attacker, which is subtracted from the defender's stack's health. In Heroes VII, the hero's stats are simply added to the creatures, allowing players to easily understand the percentage of a spell or ability (for example, if an ability gives a +5 attack bonus, the target receives a +5 bonus to their stats, and that's it). Hero stats: Now that we've introduced the calculation topic, it's the perfect time to delve deeper into the hero stats! In Heroes VII, we decided to return to the roots of this area and reduce the number of stats to 7. Their functions are similar to those in Heroes III, with the addition of hero damage (since the hero can attack a stack directly). Attack (added to creature attack) Defense (added to creature defense) Magic (increases spell power) Spirit (increases mana pool) Leadership (added to creature morale) Destiny (added to creature luck) Damage Luck and Morale: Luck and morale play a prominent role in Heroes VII. You can play with them as actual game-changing elements. Factions like the Order of the Phoenix can stake their victory on their high morale, providing extra actions and, therefore, extra damage. The Undead can take advantage of their debuffing abilities to reduce their enemies' morale to negative values, sometimes causing them to skip an entire turn! Luck can be increased to inflict critical hits, but also decreased to cause "fumbles" (critical misses) and low damage! Combat units: In memory of the ballista and first aid tent, Heroes VII returns the same game function in a style more dependent on the faction and, therefore, changes the names. As previously presented with Heroes VI, they can be machines or creatures and are unique to the army. Heroes can specialize in their use and buy buildings to enhance them. The attacking unit is the successor to the ballista: a machine that deals ranged damage, or a creature. The support unit is the successor to the first aid tent: it enhances or heals creatures in the army. The siege unit is the successor to the catapult: it attacks the city wall to create a breach. Magic: The Guild of Mages and the acquisition of spells in Heroes VII are deeply inspired by Heroes III, and will be the topic of the next article. Stay tuned! Creature abilities: In Heroes VII, creatures generally have fewer abilities and use more passive abilities, similar to those in Heroes III (e.g., Medusa attacks have an XX% chance of turning enemies to stone). Some trigger on critical hits, some work all the time; overall, the player reads and clicks less, and thinks more. Playing with multiple factions: In Heroes VII, the lack of city conversion encourages the player to play with more than just one faction, either by mixing armies or by deploying more heroes to the front lines, just like in Heroes III. An interesting challenge. Resources: As mentioned earlier, Heroes VII returns to 7 resources as in Heroes III, only with different names. Map editor: With Heroes VII, we want to provide the player with the same freedom to create maps, campaigns, and for this purpose, a powerful and versatile editor is currently being developed. Our goal is to enable map creators from all walks of life and levels of expertise to unleash their creativity, as they could with the Heroes III map editor. This is, of course, our main reference point (along with H4) for developing this tool, and we want to go even further! We look forward to sharing more information on this topic with you! Of course, there are many more elements from Heroes III and other parts that we have decided to pay our respects to in Heroes VII. Our goal with Heroes VII is to provide the best Heroes experience, and we will have additional surprises to reveal them soon! Stay tuned! The M&M Team.
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#209
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The resources could have been left as they were. I don't understand this decision.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
In reply to Dyrman
#210
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Dyrman
The resources could have been left as they were. I don't understand this move.

The goal of renaming is to align the resource names with the realities of Ashan.

In previous installments, the resources for construction were chosen, one might say, randomly. In any case, I don't know why gems are necessarily needed to hire minotaurs, and mercury is needed for nagas.

In the seventh installment, there will obviously be a more logical justification. For example, twilight steel is needed to produce constructs from twilight steel, star silver is needed for blade dancers, which is used to make their blades, and magical crystals are needed to summon spirits (ghosts, djinns, dryads), and so on.

This will create not only greater realism but also make it easier to remember the required resources, as it will create more logical associations.

At least, I hope that is the reason.

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