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Kalah
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Unread postby Kalah » 19 Oct 2014, 16:47

<img src="/https://www.celestialheavens.com/images ... echat1.jpg" align=right>In a <a target="_blank" href="/http://www.twitch.tv/ubisoft/c/5312557">1 hour 20 minute session</a> on Thursday, Xavier Penin and Julien Pirou played the demo map and answered some questions from the fans. Here's our roundup of what they talked about:



<ul><li>Town screens in 2D (3D is too expensive for what you get in return).

<li>Governor feature in towns, so a hero can give town bonuses.

<li>Quick combat is in.

<li>No "Dynasty" online feature as in H6 since the fans hated it. All gameplay features will be available offline. Maybe there will be some other online bonus aspects.

<li>Towns and forts have Area of Control. Attacking a fort (and winning) destroys the fort and the AoC. You can rebuild the fort at a cost. This should give players more reason to defend their forts.

<li>Special resources: Dragonsteel, Dragonblood crystal, Shadowsteel, Starsilver.

<li>H7 demons not related to Kreegans.

<li>Avalanches can create impassable terrain on the adventure map.

<li>No bosses like in H6, custom battles and events instead.

<li>No random skills; players will have control of hero development.

<li>Spells are back in mage guilds and can also be learned in other places.

<li>You can destroy buildings in your towns (1 per turn).

<li>No town conversions.

<li>No eclipse, of course; the H7 story is 10 years after the last one. The story will be about the civil war. Each faction will have its own campaign related to the main plot.

<li>No blood/tear system.

<li>On the shadow council website (still in development), you can find info about the factions and creatures; if you click on a creature and use the Konami cheat code "up up down down left right left right b a" there will be some special <a href="/https://mmh7.ubi.com/en/factions/haven/ ... mations</a>.

</ul>



That's it for this round, but the guys said they wouldn't mind doing more of these.

If you would like to take a look at the original page visit this link:
https://www.celestialheavens.com/1413737220
In War: Resolution, In Defeat: Defiance, In Victory: Magnanimity, In Peace: Goodwill.

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Panda Tar
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Unread postby Panda Tar » 19 Oct 2014, 17:13

Destroying things in your town is something I always wondered if it would be nice. Although I didn't think on we destroying our own towns, rather destroying buildings during a siege instead.

Also something mentioned about destroying bridges (and now there's this avalanche feature). I gather that we can rebuild or build bridges? Avoiding making people get permanently stuck in their lands.

The fort system, being able to be destroyed (I'm destructible today, I think), seems less boring now. Will we be able to build forts anywhere or would there be some specific points where they could be built? In AOW 3, we could build them anywhere, although they had a small AoE.

I hope they'll bring a new faction later on, instead of just repeating, specially now that they are taking out some of H6 additions, regardless how bad/dull they were.
"There’s nothing to fear but fear itself and maybe some mild to moderate jellification of bones." Cave Johnson, Portal 2. :panda:

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Kalah
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Unread postby Kalah » 19 Oct 2014, 18:05

It definitely sounded like they wanted to make forts that can be destroyed and rebuilt, although if they are free to place where you want or tied to the original location (most likely, I think) is still unclear.

The "destroy building" feature is going to be such that you can destroy a building so that the enemy cannot benefit from it if you are about to lose the town. Also, some heroes' special ability will allow them to get resources from destroying the buildings. I think this could be a nice way to reset a town if the enemy has built it in a way you don't like. Simply destroy dwellings after conquest and build the ones you want afterwards. It would be interesting to hear if demolishing the mage guilds and rebuilding them changes the spells you can learn from it.

About new factions, I definitely like Marzhin's "steampunk" idea. Maybe we can finally get The Forge as a playable faction - a good choice for a DLC or an expansion, I think. The players could buy it only if they wanted to, satisfying both the players who want it and the purists who don't.
In War: Resolution, In Defeat: Defiance, In Victory: Magnanimity, In Peace: Goodwill.

mr.hackcrag
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Unread postby mr.hackcrag » 19 Oct 2014, 19:06

It seems like they added some ability descriptions to the haven units on that page kalah linked.

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Fuddelbaerentatze
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Unread postby Fuddelbaerentatze » 19 Oct 2014, 19:17

As far as I'm concerned I didn't hate dynasty nor the blood and tears system. Actually, I found that interesting. What I hated was the online aspect connected with these things. To sync savegames online with 16Kb upstream just ruins everything.



I'd like Dwarfs to be steampunkish. Flamethrowers, Giant Robot like mobile Siegetowers, Tunneling Machines, Submarines and Zeppelins, underground Railroads connected Towns, Kristall Prismatic Deathrays ... I

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dark raider
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Unread postby dark raider » 19 Oct 2014, 20:44

H7 demons not related to Kreegans.?? so even if inferno looses vote. demons will still be in?? then why have the vote??

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Panda Tar
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Unread postby Panda Tar » 20 Oct 2014, 00:19

Kalah wrote: About new factions, I definitely like Marzhin's "steampunk" idea. Maybe we can finally get The Forge as a playable faction - a good choice for a DLC or an expansion, I think. The players could buy it only if they wanted to, satisfying both the players who want it and the purists who don't.
Well, I wouldn't mind having faction (s) which would work only on random maps or not related to storyline. I'm not one of those players who care much about lore, in Heroes case, that is. I liked to play random or people's maps. If they make a faction that you can download if you want in spite of Campaigns, I would probably be pleased.

As for being a steampunk thing, I'd agree with Fuddelbaerentatze. Although I personally don't fancy much the Forge itself. I'd like to see a ocean-themed faction, or sky-related one, something that would explain their isolation (and thus not having Campaigns related to them), presenting, then, unique terrain, adventure map objects, line-up, etc.
"There’s nothing to fear but fear itself and maybe some mild to moderate jellification of bones." Cave Johnson, Portal 2. :panda:

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Unread postby mr.hackcrag » 20 Oct 2014, 00:45

Panda Tar wrote: I'd like to see a ocean-themed faction, or sky-related one, unique terrain, adventure map objects, line-up, etc.
I want that too! :hoo: Mermaids and their glorious seashell bras...

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Kalah
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Unread postby Kalah » 20 Oct 2014, 08:26

@dark raider: No, you missed the point. The devs were asked whether there was any connection between the Kreegans in earlier games and the demons of Ashan. The answer is "no". They did not say anything about which faction will be in H7 - that will be decided by the vote.
In War: Resolution, In Defeat: Defiance, In Victory: Magnanimity, In Peace: Goodwill.

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Fuddelbaerentatze
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Unread postby Fuddelbaerentatze » 20 Oct 2014, 11:06

I still hope we end up with a game that is so open for modifikation that fan (groups of) made factions, alteried or expanded Versions of existing factions and the like will become realiistic endeavours WITHOUT the need to reverse engeneer the game.

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Unread postby japol » 07 Nov 2014, 23:27

Looks like this is going to be the best 'Heroes of Might and Magic' Ubisoft has ever made.

Fingers crossed!


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