Hello!
The demo gameplay videos brought up lots of questions from you guys. Here are some first answers to your different questions.
What about the area of control?
There are still mines on the adventure map. You still have to flag them in order to gain resources. The new stuff is now all mines are in the "area of control" of a city or fort. Once you own the fort/city of an area and flagg the mines, the only way to take the mines from you is to capture the city/fort that controls the area.
Will there be any town screen?
YES, totally. In the demo shown in Köln, they used a temporary screen. The final one is said to be in 2D, more like H3 and H4 and not as complex as the H5 ones. Erwan Le Breton, the game producer, said it himself
Erwan Le Breton: "There will be 2D animated town screen in the release version of the game"
What is the new mechanics for creature production?
Creature dwellings will work as resource production buildings. Basically, when you first capture a creature dwelling you will receive a first batch of creatures that you can integrate straight away to your army. The building will then work as a resource building meaning that it will add creatures to your creature pool every week as a gold mine would add gold to your resources. These creatures will then be hirable via the cities and forts you control. So there is no need for caravans.
What are the Town unique buildings?
2 slots, 4 buildings per town, each with a different ability (economy booster, creature production booster, gives a special ability on the adventure map or the combat maps) Having several similar unique buildings in different towns improves their efficiency (a bit like the marketplaces).
What are the general principles of the revised RPG system?
- Heroes can be male, female, Might, Magic - Heroes have faction and class specific abilities - Heroes gain skill points when they level up, that they can spend consciously on “general” abilities organized in skill categories – they have total control over their development – no more “probability-based” limited skill choices offered to the player - Heroes can unlock advanced classes that will change their appearance and grant them an ultimate ability
What will bring more variety in the combat arenas?
- Specific topography (various sizes and shapes for the battle arenas) - Dynamic topography (seashore battle with the tide flooding the arena turn by turn) - Different combat objectives (hold your ground for X turns, defend this sacred shrine at the center of the arena, kill a specific enemy stack, etc.) - Boss fights!
How about the Initiative system?
Back to H3 mechanics but with a H5-like INI bar interface.
What is the new Creature Tier System?
Core, Elite, Champion (like Clash of Heroes)
What about Creature Siege Damage?
Creature stacks can now damage the fortifications (but are obviously less efficient than catapults)
What about the fixed camera angle?
On the adventure map, to remove the necessity of rotating the camera to locate hidden items. Easier to manage for players and map designers, feels like 2D navigation but with the benefit of 3D coolness
What about the creatures?
no secondary / alternative upgrades Obvious in the concept arts.
What about the Artifact Sets?
Nothing special – you collect them all and you get a bonus.
What about the different tile sets?
Jungle, Plains (Summer AND Autumn), Lava, Wasteland (Necropolis), Underground
What about the presence of critters on the adv map?
You’ll find turtles, dolphins, birds, etc.
What is the Campaign structure?
5 campaigns of 4 maps, 1 per faction, playable in any order, with an optional tutorial map and a mandatory prologue map.
What about the Map editor?
Marzhin is REALLY involved and there is a goal to make it user-friendly at the latest to be shipped with the game, but if possible and the quality is good enough it will be released BEFORE the game.
See you soon!
Xhane
More official info (10 Sept)
More official info (10 Sept)
From the M&M page at Facebook, by Xhane. Not much new info but still something.
- MistWeaver
- Wraith
- Posts: 1277
- Joined: 28 Feb 2006
- Location: Citadel of Frosts
Bit tales heroes feel away, but its about time. Makes necessity to balance available skill more actual. In homm5 and specially 3 you had to live with what you get.no more “probability-based” limited skill choices offered to the player
What about the fixed camera angle?
While it sounds less technically advanced I think its good change. Dynamic camera often slows down game play.
Sound bit odd from story telling perspective to not have chronological campaigns, then again games like avp2 managed to make it work real good.5 campaigns of 4 maps, 1 per faction, playable in any order, with an optional tutorial map and a mandatory prologue map.
Imo quite unsuitable for strategy game, unless they use it only for specific encounters with preset enemies.Dynamic topography (seashore battle with the tide flooding the arena turn by turn)
No snow and desert. Latter is classic Homm and kb idiom for travel time wasting.Jungle, Plains (Summer AND Autumn), Lava, Wasteland (Necropolis), Underground
- MistWeaver
- Wraith
- Posts: 1277
- Joined: 28 Feb 2006
- Location: Citadel of Frosts
Re: More official info
Excellent. The dynamics and 3D imagery of the H5 town screen was completely unnecessary, and very CPU demanding. The earlier games had basic and illustrative, yet fairly aesthetic, town screen, and I never saw the point of making that particular area of the game exceedingly "pretty".Xhane wrote:The final (town screen) is said to be in 2D, more like H3 and H4 and not as complex as the H5 ones.
Oh ... kay. I think I get it. And I think it could work fairly well. After all, the town layout of H5 was never a huge problem (I actually found it quite innovative). Actually, it all sounds a bit like back-to-H3 to me ... am I right? :dontknow:Xhane wrote:What are the Town unique buildings?
2 slots, 4 buildings per town, each with a different ability (economy booster, creature production booster, gives a special ability on the adventure map or the combat maps). Having several similar unique buildings in different towns improves their efficiency (a bit like the marketplaces).
Xhane wrote:What about the Artifact Sets?
Nothing special – you collect them all and you get a bonus.
Go, Marzhin! Go, Marzhin!Xhane wrote: What about the Map editor?
Marzhin is REALLY involved and there is a goal to make it user-friendly at the latest to be shipped with the game ...
Actually, I'd rather have the editor made well rather than quickly. So ... don't rush it.
In War: Resolution, In Defeat: Defiance, In Victory: Magnanimity, In Peace: Goodwill.
Re: More official info
Ah, so here's the key reason why you would convert a town. This changes the logistics problem considerably. A frontier town of the correct alignment becomes a lot more valuable now.arturchix wrote: What is the new mechanics for creature production?
Creature dwellings will work as resource production buildings. Basically, when you first capture a creature dwelling you will receive a first batch of creatures that you can integrate straight away to your army. The building will then work as a resource building meaning that it will add creatures to your creature pool every week as a gold mine would add gold to your resources. These creatures will then be hirable via the cities and forts you control. So there is no need for caravans.
Peace. Love. Penguin.
The 5 campaigns are supposed to happen at the same time and are intertwined (a bit like what we could see in the HoF campaigns). Erwan said that through each campaign, we'll see each view upon the same event along with secondary plots.tress wrote:Sound bit odd from story telling perspective to not have chronological campaigns, then again games like avp2 managed to make it work real good.5 campaigns of 4 maps, 1 per faction, playable in any order, with an optional tutorial map and a mandatory prologue map.
I don't see the issue. Anything that breaks the monotony and repeatitivity of fights is a great addition. At least there's more than a few mushrooms or a stump to alter the battlefieldtress wrote:Imo quite unsuitable for strategy game, unless they use it only for specific encounters with preset enemies.Dynamic topography (seashore battle with the tide flooding the arena turn by turn)
- MistWeaver
- Wraith
- Posts: 1277
- Joined: 28 Feb 2006
- Location: Citadel of Frosts
Yeah, because there we needed all CPU power for ... wait what it was ?The dynamics and 3D imagery of the H5 town screen was completely unnecessary, and very CPU demanding.
I mean, if your CPU can hadle the adventure part - it would easily handle the towns. What's the point of keeping it idle there - saving electricity ?
The town screen in V drained the CPU so much, there was none left over for the AI on the world map.MistWeaver wrote:?
I mean, if your CPU can hadle the adventure part - it would easily handle the towns. What's the point of keeping it idle there - saving electricity ?
I really hope they go to town on the topography - I wanna fight battles in mountainous regions were some units are 'holding the high ground'. Imagine successfully fighting off a superior AI force because your units are 'dug-in' and receive a combat bonus because they occupy high ground, increased distances for archers etc.
The combat map should be a much more treacherous place. Inflicting heavy damage on a unit next to a lava pool should result in a small random chance that the unit 'falls back' into it....
Re: More official info
arturchix wrote:What about the creatures?
no secondary / alternative upgrades Obvious in the concept arts.
Just to be clear, this just means no second batch of upgrades like we saw in H5's TotE, right? We will still have upgrades of the base units?
Also, is there any info on what happens to creature dwellings after you convert a town? I mean, if I go from Castle to Necropolis, will say an Archer's dwelling be converted as well to whatever the level equivalent is for Necro?
Re: More official info
Yeah, I was worried about that too at first, but yes there will still be upgrades of the the base unit, sure i've seen the concept art for those somewhere.King Imp wrote:
Just to be clear, this just means no second batch of upgrades like we saw in H5's TotE, right? We will still have upgrades of the base units?
That's an interesting thought. Logic dictates that if a town is converted, all outlying forts in its area of control would also be transformed. The vid we've seen of the conversion process didn't show this though. And if dwellings are auto-converted, are they included in the conversion fee?Also, is there any info on what happens to creature dwellings after you convert a town? I mean, if I go from Castle to Necropolis, will say an Archer's dwelling be converted as well to whatever the level equivalent is for Necro
Since most fight happens versus AI, I believe it wont be able to effectively be adapted to such terrains. For example KB:legend. There is alot of things placed on battlefield that randomly cast spells on nearby targets, and it is really easy to exploit. In such game it is ok since it's essentially rpg with tactical battles and so pretty much anything goes, but for strategy game i believe it is better to have static terrain.I don't see the issue. Anything that breaks the monotony and repeatitivity of fights is a great addition. At least there's more than a few mushrooms or a stump to alter the battlefield
So the AI in KB: Legend has issues coping with dynamic battlefield terrain, but that doesn't mean HOMM VI's will, we've yet to see it in action! I have faith in Black Hole's ability to introduce this new feature into the series without it suddenly becoming an 'exploit' that human players can use to punish the AI.
Who knows, maybe even the AI will use it to their tactical advantage, luring inexperienced players into melee near an oncoming tide and somehow gaining the upperhand. Bring on the lava flows and swamp tiles, not just grid combat by the numbers....
Who knows, maybe even the AI will use it to their tactical advantage, luring inexperienced players into melee near an oncoming tide and somehow gaining the upperhand. Bring on the lava flows and swamp tiles, not just grid combat by the numbers....
In one of the previews, it was said that we will be able to convert towns, forts and external dwellings (which would mean that each faction will have its own forts with its own bonus hopefully!)King Imp wrote:Also, is there any info on what happens to creature dwellings after you convert a town? I mean, if I go from Castle to Necropolis, will say an Archer's dwelling be converted as well to whatever the level equivalent is for Necro?
Tbh, I don't care about the AI, it will be bad anyways (that way I can only get a good surprise ). Heroes games are not know for their good AI (Heroes 2 and 3's one was cheating, H4's one was non-existant and H5's one was terrible). The dynamic arenas will be a great feature to make multiplayer more interesting.tress wrote:Since most fight happens versus AI, I believe it wont be able to effectively be adapted to such terrains. For example KB:legend. There is alot of things placed on battlefield that randomly cast spells on nearby targets, and it is really easy to exploit. In such game it is ok since it's essentially rpg with tactical battles and so pretty much anything goes, but for strategy game i believe it is better to have static terrain.
I doubt they can make ai that can see and effectively analyze importance of position opposed to loses it would take in case of terrain, but anyway lets see what BH makes. Of course it can think to attack weaker shooter rather than tough golems first, but such Ai that would be able to analyze field would be level higher if attainable at all atm. But I believe those concepts will be reviewed before game gets released, after all homm5 also had dynamic battlefield size idea initially, but it didn't make it to release.but that doesn't mean HOMM VI's will, we've yet to see it in action!
Go For Good AI !!!Nelgirith wrote:In one of the previews, it was said that we will be able to convert towns, forts and external dwellings (which would mean that each faction will have its own forts with its own bonus hopefully!)King Imp wrote:Also, is there any info on what happens to creature dwellings after you convert a town? I mean, if I go from Castle to Necropolis, will say an Archer's dwelling be converted as well to whatever the level equivalent is for Necro?
Tbh, I don't care about the AI, it will be bad anyways (that way I can only get a good surprise ). Heroes games are not know for their good AI (Heroes 2 and 3's one was cheating, H4's one was non-existant and H5's one was terrible). The dynamic arenas will be a great feature to make multiplayer more interesting.tress wrote:Since most fight happens versus AI, I believe it wont be able to effectively be adapted to such terrains. For example KB:legend. There is alot of things placed on battlefield that randomly cast spells on nearby targets, and it is really easy to exploit. In such game it is ok since it's essentially rpg with tactical battles and so pretty much anything goes, but for strategy game i believe it is better to have static terrain.
Go For Dynamic Arenas !!!
- ThunderTitan
- Perpetual Poster
- Posts: 23270
- Joined: 06 Jan 2006
- Location: Now/here
- Contact:
Yeah, what's with the trend to only include the terrain type of the factions that are in the game... both gives away the factions and makes them look lazy...MistWeaver wrote:>>Jungle, Plains (Summer AND Autumn), Lava, Wasteland (Necropolis), Underground
No snow
So, unless the 2 type of plains are for different factions the remaining 2 are Naga's and DElves. (of course the underground would be needed even without a faction if the have 2 adv map levels, so it could be WElves).
Disclaimer: May contain sarcasm!
I have never faked a sarcasm in my entire life. - ???
"With ABC deleting dynamite gags from cartoons, do you find that your children are using explosives less frequently?" — Mark LoPresti
Alt-0128: €
I have never faked a sarcasm in my entire life. - ???
"With ABC deleting dynamite gags from cartoons, do you find that your children are using explosives less frequently?" — Mark LoPresti
Alt-0128: €
So here is a question that I have not seen anybody ask yet?
If the Towns no longer have creature dwellings "inside them" and you collect your creatures from dwellings on the map....then what if the Map dwellings are not associated with your particular castle?
In other words when every map is made it is now essential for the map maker to put the corresponding dwellings within your sphere of influence, correct?
In other words when every map is made it is now essential for the map maker to put the corresponding dwellings within your sphere of influence, correct?
Re: So here is a question that I have not seen anybody ask y
No idea. My own common sense would say that if a dwelling is not the same as your own castle, it will work as it used to work previously, but you never know Good question though.Magelord wrote:If the Towns no longer have creature dwellings "inside them" and you collect your creatures from dwellings on the map....then what if the Map dwellings are not associated with your particular castle?
Imo, a good mapmaker already links random dwellings to the correct castle. You have the possibility to link a random dwelling to a castle since H3Magelord wrote:In other words when every map is made it is now essential for the map maker to put the corresponding dwellings within your sphere of influence, correct?
Who is online
Users browsing this forum: Bing [Bot] and 15 guests