- by Pol
Heroes IV Axeoth Restoration Team Proudly Presents: Masters of The Elements
The conversion works are moving nicely forward, you can watch it continuously in this thread.
So far Warlords of the Wasteland, Conquest of the Underworld, Masters of the Elements have been converted from Heroes III campaigns to Heroes IV. And you are all welcomed to play them. For details, like bugs reporting please resort to this README.
Thanks iLiVeInAbOx05, ByteBandit and other team members for your effort!
- by Pol
Senior Brand Manager [Might & Magic]
There's link. Position is located in Shanghai. In the text M&M franchise is described as AAA. And it might be a PC game as well. Nowhere is written that it would be Heroes game though. And that it will get assigned AAA budget.
Ubisoft Shanghai is looking for a Senior Brand Manager to champion the brand marketing and product marketability of a new Might & Magic AAA game. Under the management of the Brand director, join an ambitious team and help reinvent one the biggest Fantasy franchise in video game history.
WHAT YOU WILL DO:
- Define the product positioning strategy: target audiences, market mapping and audience sizing, consumer promise and key pillars.
- Ensure the product marketability from conception phase to release and live phase. Actively monitor market and entertainment trends, competition activity and provide relevant reports & analysis (competitor, risk etc.). Initiate relevant consumer research to confirm and adjust product marketability over time.
- Establish the product communication strategy (key phases, events, messages, main brand assets) and define & manage the associated brand marketing budget.
- Work with internal or external artist(s) and agencies to create the main brand assets – CGI movies, trailers, key artworks, etc. Create and share products style guides to ensure consistency in all deliveries (graphic & more)
- Instruct internal and external stakeholders on the game and the product strategy and relay back their insights and feedback to the product team.
- Represent the project and team and be key public speaker for the game towards external audiences- business partners, media, influencers, star players and communities.
- Help maximize the business potential of the product working closely with dev ops and business teams to design appealing & effective content updates, monetization offers, partnerships and merchandizing plans.
PS If they will again create M&M team, will they answer all these questions sent over time?
Thanks Marzhin and Angelspit!
- by MadMax
Happy New Year!
Yesterday evening, some very exciting news started circling Might and Magic communities across the web. In addition to that, this was just posted on their Facebook page.
"Heroes III: Day of Reckoning
We hope you enjoyed the teaser video from the Day of Reckoning team.
We are a community made expansion for Heroes of Might and Magic III.
There will be more information coming out in the near future. Make sure to follow us to stay tuned.
Happy New Year
Here is the YouTube teaser posted by the team.
"To celebrate the New Year with all Heroes fans, the Day of Reckoning project alongside MDT would like to present you all the first trailer for a new fan expansion in the works for Heroes of Might and Magic III Complete.
Happy New Year!"
'There is not a lot of information as of now. But the video show a new ice landscape, a Vori Castle, a new, frosty looking hammer (artifact?) and some new game mechanics.
Besides that, there seem to be buildings from the Forge faction. A new hero portrait and sprite for Gelu, a hero named Falagar and some interesting dialogue as well as new spells and designs.
We can also see the Day of Reckoning team adding creatures and creature banks from modifications like Grove.
Can you spot something that we missed? Share that, or your general impressions with us in the comments below.
- by Pol
Celestialheavens wish you Happy Christmas
..to all Roundtablers and our faithful readers and contributors, being from the past, present or the future ones.
Merry Christmas, steady health and ability to sustain your good mood in any times, twice in these enchanted period.
And, ..a lots of presents! Shall not forget this. :)
As a small Christmas gift, we prepared a mod overviews, to play the old games in new coat.
There are rulling three mods, sewed into one. You might heard about Hades mod or Heroes 7.5, with UCP and The Shadows Over Ashan. You want Inferno, you want Xel? You can taste them here as you wish. Heroes 7.5 version 1.17 and UCP 1.13 has been all released recently.
Where would be Heroes V without Quantomas and Legends of the Ancients? Rhetorical question, because we have both in one pack and you can got the most recent version here, from Quantomas' pages.
There's another mod, where exists Quantomas AI, in early state and these are Heroes 5.5. Also released as RC15 Beta 2 during Christmas time.
Both versions are very different. And in both cases just remember, that "Combat AI" is not affected and perhaps will be tinkered in new releases done by Quantomas. He's having plans for, that's sure.
There are two supermods. You might not heard about the Equilibris 3.6 for a while but it's here! It's beta and it's having HD included. Tap there to read the changelog and test it. ;)
Another one is Heroes IV Ultimate by Nimostar. Both are fresh and ready to be played.
Heroes IV Map Generator/Utility which is advanced editor. For a future, iLiVeInAbOx05 is also working on converting H3 maps to H4. This is related also to H4 Unity Project - Restoration of Axeoth, which will bring you four campaigns based on Terry Ray scripting. The first two are ready!
There is also place to mention Verokster's OpenGL Wrappers for Heroes II - IV ,which were released during this year. And are alredy being utilizet by some mods, like Heroes IV Ultimate mod.
Simple this year. You go with HotA (balance and multiplayer focused, inlcuding online lobby), ERA (Which is effectively surpassing WoG, you can use your ERM knowledge here), Succesion Wars Mod or the very last Heroes Chronicles - Fully Compability HD mod.
ERA is something like incubator for other mods, so you can accompany it with Advanced Classes mod for ERA 3 and really many others, mostly towns and skills mods. Current version is ERA 3.9 from Sept 2021. See the releases folder.
Where it's currently domain of fheroes2 development team, working ceaselessly and rapidly. And you can find them and express them support also on patreon. This new engine which needs the original game work with is splendid and if you ever loved Heroes II it will start to burn again.
Latest Christmas version is 0.9.11
Russian language added. Spell description for heroes, pre-calculated to see the actual damage. And map information popup window while right clicking on a map in the list of maps. This window shows the location of the file and map type: either "The Succession Wars" or "The Price of Loyalty" so players can easily find these files on their machines.
Besides this the team fixed AI behavior during castle defense, updated logic with roads, fixed many places for rendering and even added support of national symbols as a part of path on Windows. Overall the team managed in a such short period to fix more than 20 bugs.
Might & Magic
Famous MM678Merge which everyone goes for, started by Rodril, or almost unknown MM 6/7/8 Total Remake, which is still being developed but you need to compile it first. This second uses different engine.
And not even less famous Chaos Conspiracy Redone Enhanced for MM6. Which was first created by a great Big Daddy Jim, then enhanced by Maestro, later by GrayFace and its maintained and worked upon by David Hernandez.
Immersion Mod, which is music mod only, for again MM 6-8.
Might & Magic: Myth
which is not a mod but rather RTS implementation. Download here.
Also check our Best Deals if you want a help with picking a good games for a good price!
See the comments in the forum.
Last edited at 23.1.2022, to complete the overwhelming Christmas releases.
Last updated: 2.1.2021
- by iLiVeInAbOx05
Hello there! Tarnum the Immortal hero has returned! Or maybe he never left for some, such as myself. Either way, there is a new reason to pick up Heroes Chronicles again, whether for the first time or the hundredth time!
Heroes Community and Acidcave member VIP has just released Project Chronicles, which is a mod for Heroes of Might and Magic 3 Complete and Heroes Chronicles that brings all of the Chronicles chapters into one place!
There is a new user interface which allows the player to select and launch whichever chapter they wish to play, including the fan made Glory of War chapter.
Each chapter selection will first bring up a newly created introduction for the campaign before launching. These intros contain text from the box sets of the games, as well as the text from the 3DO website for World Tree and Fiery Moon.
Anything that was on the box sets of Heroes Chronicles can be found here. From the campaign descriptions, to the NWC promotions on the back of the boxes, to the previews and tutorials. Everything is there that you could find in the original, but all in one easy to find location. It’s a Tarnum delight!
Each chapter contains the tutorial just as it is in the original. The preview selection screen has also had a major facelift. The original versions just have buttons with the name of the Heroes Chronicles chapter for each preview. Here you now have these glorious images from the chapters to choose from.
Each chapter plays just like the original games, and did I mention this mod also uses the HD mod? It is packaged up with the installer so no need to go looking for it if you’re like me and haven’t messed around much with Heroes 3 mods.
There are lots of goodies to be found here. If you’ve never had the box sets with the player manuals, there are some nice little tidbits that you have likely missed, such as the letters from Tarnum for the majority of the Chronicles chapters. These have all been included with a completely new presentation like this one from The Sword of Frost below.
If you’ve been away from Heroes Chronicles for a while like I have been, or just miss Tarnum, this is a great time to rekindle the friendship! This mod supports two languages: Polish and English, and they are selectable during installation.
So, what are the requirements to be able to use this mod? You’ll need to have purchased and installed Heroes of Might and Magic 3 Complete, either the GoG version or CD version, and all chapters of Heroes Chronicles (except for World Tree and Fiery Moon, as these were released for free), also either the GoG version or CD version.
As of the time of this writing, GoG.com is actually having their winter sale, and both Heroes 3 Complete and Heroes Chronicles All Chapters are 75% off. If for some reason you don’t have these already, head over to GoG and pick them up for super cheap and give Project Chronicles a try! The number of hours I personally sank into playing Heroes Chronicles, before Project Chronicles, for just $2.50 was just insane. Totally worth the price!
Here is the link to VIP’s thread on HeroesCommunity. Near the bottom of the original post there is a play-by-play to walkthrough the installer, as it might be a little confusing at the moment.
- by Pol
One hour of seamless majestic fantasy music. Please enjoy this new gameplay footage from the Alpha version of the game. We've mixed it up with both previously unreleased tracks and a few songs that has already been made available online.
- by Pol
- Added new creature 'Infernal Lich' replacing 'Venom Spawn'
- Created Spazz Maticus First Mission, where you lead him from a spoiled kid to a king or alike..
- Fixed resolutions ratios
Ah, news from Nemostar are always sweet.. ;)
Of course a lot of bugfixes.
Thank You Nemo!
- by Pol
Main improvements and changes - What will be the differences? - Events Editor - Diplomacy - Beta in early 2022
There's new Dev Blog at MuHa Games and this time it's going to be more interesting, as you finally see something from the mechanic and planned things. You can read full Dev Blog here.
..customising your playthrough is a feature we hope to greatly improve from the original. So apart from the usual difficulty settings, we’d like to include as many on/off options as we can, especially when it comes to things that stray from the original, but not exclusively so.
As an example, in addition to the option of turning the game’s events on/off, we already have a second pack of events that will also be optional. Another plan is to have customisable AI difficulty. While these are only a few examples, our intention is to build up this list, especially once the game is playable and thus open to more precise feedback.
Another feature that already received a makeover, are the events. There will be two event packs at launch, one, the original 18 events, and another, with brand new ones. You will of course be able to switch both/either on and off. While the original events are copied from the old game directly, they have been updated and given alternate routes. So, when you encounter an earthquake for example, in the original, it was simply a notification, in the new version, you may have an option to mitigate the effects. The new event pack will follow the same rule, events that occur will have multiple ways of resolution, instead of them being simple notice.
The plan is for Master of Magic to remain as a single player game. .. This may change in the future of course..
As for the other moddable features, driven by xml-based databases, players may modify a large number of the game’s functionality via easy to use text editors. Some examples of things you will be able to mod:
- Units and heroes by adding/removal of skills and attributes, or by creation of new units. Give them the ability to add XP (not all units do), the ability to regenerate or change their upkeep costs.
- Spells, skills and enchantments – our system allows the modification of a large number of basic parameters, while some scripts driving their exact functionality and the way AI interprets their value are in a separate file, written in c# and also open for modification.
Apart from the database, players with more technical skills may look into exposed c# scripts that the game uses to make decisions in many areas. For example, “BattleAIScripts“ allow modders to change the way the AI makes decisions during battle, how it handles spell casting, unit movement and decides when to shoot, when to attack and when to run.
Other script files handle spell, skill or enchantment functionalities, including those that estimate their value for the AI and the scripts that are used when an effect is applied or removed in the game
Will diplomacy be improved?
Yes. Diplomacy in the original game was complex, but it was mostly suffering from a very large number of issues and bugs. We aim to recreate the system, but of course also fix it.
Art by Iwo Widuliński
- by Pol
We are looking for more testers!
We will soon add 100 new testers to our ongoing closed Alpha and we are doing a raffle on our Discord server to give out the keys.
We need players who are able to test and give feedback regarding Songs of Conquest, on the PC / Windows platform, on a private Discord server. You will not be able to share any video, screenshots, etc anywhere else than on the private Discord server.
The contest is open for 24 hours only, so make sure to apply before then. After that we will close the Discord channel and draw the winners, who will then be contacted via direct messages through Discord.
Best of luck!
Reposting that here, for anyone interested to help them nerfing the SoC. "Speed is life, life is speed." As once Sir Mullich said
Epiloque: Thanks to you, they received more than 2k applications. This is nice! Now, if you applied, you will either receive the key or not, within a week. Huzzah!
- by iLiVeInAbOx05
The Heroes 4 Restoration of Axeoth project has had a lot of movement lately. Here’s a list of some of what we’ve been up to. Make sure you read until the end for a surprise discovery!
- New team member: ByteBandit!
- Heroes IV Chronicles
- H3->H4 conversion feature
- Unity update
- Every Dog Has His Day
- Something special, super secret, just recently uncovered by Jonny!
First I would like to welcome our newest member to the team: ByteBandit! His name is probably recognizable, as he has been on the HoMM scene for quite a while!
ByteBandit is currently working on a few things:
- Translating non-English maps to English
- Heroes IV Chronicles
What is Heroes IV Chronicles? It’s a faithful port of the Heroes Chronicles series to Heroes of Might and Magic IV! This is something very near and dear to my heart, as the HoMM series came alive for me like never before when I played them. Long live Tarnum!
Currently we have the first, second, and third maps of Warlords of the Wastelands completed, with the fourth map in progress. He has been painting terrain and placing objects simply by approximating the locations from the Heroes 3 map onto the Heroes 4 map. That’s a lot of work!
Fortunately, there is a new feature being worked on for the Advanced Options Map Editor: Heroes 3 map -> Heroes 4 map conversion. The plan for this feature is just like it sounds, to convert a Heroes of Might and Magic 3 map into a Heroes of Might and Magic 4 map. Big thanks to HeroesCommunity member RoseKavalier for finding a Java library that can parse Heroes 3 maps.
At the moment, the Advanced Options Map Editor is able to open a Heroes 3 map, convert the terrain, and add it to a new Heroes 4 Map.
The next step will be to start converting objects from H3 -> H4. This part is a little tricky, and we could use some help. If you are interested in helping us map H3 object types to H4 object types, please send me (iLiVeInAbOx05) a pm, or let me know in the Advanced Options Map Editor thread.
Update on the Unity Campaign port.
Anyone that remembers the Unity project probably thinks it is dead and gone by now. Well, that’s certainly not the case and work still progresses on it!
Just a quick summary for anyone that doesn’t know about this port: Unity (and Every Dog Has His Day) are the never released campaigns written by Terry Ray for Heroes 4. Marzhin was able to release a version of these maps for Heroes 7, and was kind enough to release the actual Terry Ray scripts to the community. (See this thread for more details)
Back to the update!
The first map, The Isle of Order, is completed (though I do want to go back and change a few things). The writing and landscaping for the Isle of Life are complete, with a good amount of scripting done as well. The writing for the Isle of Nature is complete. Ideas for the spells on the Isles of Chaos and Death have been written out, so all that needs to be done is expanding them to actual story texts. Then we just need the landscaping for the remaining three maps.
Update on the Every Dog Has His Day port.
Wait, update? There was never any news that the port for Every Dog Has His Day had even begun.
Well, it has.. and it’s actually finished.. That’s right, the campaign is done! Here are a couple screenshots of the start of the campaign below.
So, how is it that we were able to port Every Dog Has His Day so fast? Well, that’s the super secret discovery made by Jonny.
We were discussing the best way to move forward with the Dogwoggle campaign, specifically where each of the campaign maps should fall on the world map, when Jonny decided to take a look at the TGS Dogwoggle campaign.
He quickly noticed that each of the TGS Dogwoggle campaign maps actually already fit on the world map.. So wait a second, but maybe he needed to look even closer?
Next Jonny noticed that the Terry Ray script for Every Dog Has His Day actually matched everything you see in the first map of the TGS version.
The more he looked through the maps, the more he realized that the TGS version was, in fact, a reconceptualized Terry Ray Every Dog Has His Day campaign!
Note. There were of course some small differences, as the campaign needed to be molded to the current incarnation of the TGS Dogwoggle campaign.
But, if that’s not enough to convince you, maybe this will. Below is an image of the TGS Dogwoggle campaign’s first map underground, with the cave shroud removed.
The terrain you see there was already in place! They were working on the area on Antagarich following the clash of Armageddon’s Blade and the Sword of Frost, where Dogwoggle makes his way to one of the portals. They then cut the Terry Ray version of the campaign, covered the underground with cave, and left the current small starting area for the TGS campaign!
What does this mean? We’ve actually had the Every Dog Has His Day campaign all along, just not with the Terry Ray script.
Jonny did his thing and made all the necessary updates, including getting the Terry Ray script added so that we can actually have the real thing!
When will we be releasing it? Not quite yet. Since most people have played the Dogwoggle campaign already, we wanted to add some flavor to the maps. Take another look at the two campaign images above again to see what I mean.
There will also be a purist version of the campaign, without the enhancements for those that want exactly what NWC would have released.
The way we plan to release both Unity and Every Dog Has His Day is so that they will override the Masters of Magic and Might Makes Right campaigns, respectively, making them playable via the TGS campaign selection.
That’s it for the project update! If anyone is interested in helping out in anyway, even just helping play-test the maps and campaigns, please let me know!
Thanks for reading!
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