A high-level Haven creature known as the "Glory" (aka. the shiny twins). Radiant on the left, blazing on the right. If you can come up with better names, by all means, bring it on ...

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ThunderTitan at 2010-12-08 09:35 wrote:
They kinda look too much like glowing Dryads... and i don't get what role they have, seeing how the Vestals are in too...

But they're not bad per se...

wimfrits at 2010-12-03 07:02 wrote:
I kinda like these ones as well. Less stereotype than the rest.

They might be from the 'Runelords' series by David Farland. In which 'Bright Ones' and 'Darkling Glories' are 2 sides of the purest form of humanity.

Orfinn at 2010-12-02 21:19 wrote:
I love these, maybe not as much as the Priestess and the Vestal. But still, they kinda represent something really divine or something that could be light elementals / blinding light elementals ;)

ThunderTitan at 2010-11-30 18:45 wrote:
Here's your explanation: they retired after the events of Heroes VI, which come before those of H5.

Or the puritan priests finally got them to put some clothes on, and they lost their powers because of it...

JSE at 2010-11-29 15:08 wrote:
Of course! As we all know, sex appeal has always been a key element of the Heroes series and is therefore a reasonable basis for new creature designs......
oUcH at 2010-11-29 14:07 wrote:
I like it! It looks sexeh.

Pitsu at 2010-11-29 12:29 wrote:
I am certainly not against new unique creatures, by i want then to be an addition, not replacement of general ones. If the two remaining factions would be academy and naga, then vanilla H6 would not have an elf, dwarf, unicorn, troll or ogre?
I think reskinning of models and altering their function (e.g. switching abilities or setting creatures as structures) is as far as the modding goes. Doubtful that they would allow us to edit the models themselves and this work is a pain to do anyway.

Fuddelbaerentatze at 2010-11-29 11:01 wrote:
Highly specific creatures vs. ordinary standard creatures should not be the problem - in an ideal world. Because in an ideal world, we will be provided with an map/campaign editor and tools that will allow us to change all that so we are free to set up lore and bestiary to our own tastes. I wonder what a certain mapmaker/modder now working for Ubisoft could tell us about such aspirations.

hellegennes at 2010-11-29 04:01 wrote:
You are right. Though they can explain their existence with events that they place to occur on these different settings/realms. These can be just events or whole maps. But I understand the complications and implications of introducing non-generic units.

JSE at 2010-11-28 23:15 wrote:
That would explain the situation for custom-made scenarios set on Ashan. Many fans, however, create scenarios (and campaigns) set in different fantasy worlds -- making it quite difficult to incorporate highly specific creatures.

hellegennes at 2010-11-28 21:22 wrote:
Here's your explanation: they retired after the events of Heroes VI, which come before those of H5.

JSE at 2010-11-28 15:52 wrote:
@ Pitsu: Exactly! The mapmaking versatility is a very important point to consider and it's one of the reasons why more "generic" creatures fit much better into a Heroes game than "specific" ones -- like the Glory...

GreatEmerald at 2010-11-27 21:44 wrote:
Again i wonder how will the mapmakers, who use a different lore from the official one, explain these spirits? Or will all mapmakers now be forced to stick to the official lore?
Apparently a wizard did it.

hellegennes at 2010-11-27 21:09 wrote:
While I totally respect your view, Milla, I'm quite sure that the original Heroes fascination had a lot to do with the fact that NWC mostly took creatures from Tolkienesque fantasy and mythology.

More like ancient Greek mythology (25% in H3) + other mythological beasts. Take H3 Tower, for example. Gremlin = English folklore, Gargoyle = various from antiquity (but Heroes' concept is Teutonic), Golem = Jewish, Genie = Arabic, Mage = general concept, Naga = Hindu, Giant/Titan = Greek.

Where is Tolkien? Sure, there are halfings and goblins and trolls, which are conceptually taken from Tolkien and not the original folklore but this is just it. All the other units are either human, supernatural or mythological.

Pitsu at 2010-11-27 20:30 wrote:
Again i wonder how will the mapmakers, who use a different lore from the official one, explain these spirits? Or will all mapmakers now be forced to stick to the official lore?

Warmonger at 2010-11-27 18:22 wrote:
New creatures are never bad, but ODD creatures replacing original ones (vide Light Cavalry) are somewhat not expected. These could be support / alternative units like H4 bestiary, but definitely not core army. You can't have both good, old lineup and tons of new creations.

JSE at 2010-11-27 18:12 wrote:
They used both -- that's why I said "Tolkienesque fantasy and mythology". I didn't mean "Tolkien mythology" but real world mythology. ;)

When I say "Tolkienesque" I mean the way the elves, dwarves, goblins, orcs, and halflings were designed. Tolkien of course didn't "invent" elves or dwarves, but he gave them their characteristic traits which have become fantasy standards.

The Heroes games used these standards just like Warhammer (and Warcraft) did.
Edited on Sat, Nov 27 2010, 13:12 by JSE

Ethric at 2010-11-27 17:58 wrote:
Oh no they didn't, they used ancient mythological creaatures. Had very, very little to do with Tolkien, except maybe for H3.

JSE at 2010-11-27 17:52 wrote:
While I totally respect your view, Milla, I'm quite sure that the original Heroes fascination had a lot to do with the fact that NWC mostly took creatures from Tolkienesque fantasy and mythology.

Ethric at 2010-11-27 17:44 wrote:
Let us have the Pub faction, pleeeease!

Seconded! :D

Barkeep, a drink!

hellegennes at 2010-11-27 16:53 wrote:
This neon-glow creature doesn't feel like a haven unit to me. More like a bar-woman in a pub fetish night. Oh, here it goes! Let us have the Pub faction, pleeeease!
Milla aka. the Slayer at 2010-11-27 15:53 wrote:
:lolu: :lolu: :lolu:

They looks pwetty :D
I like the whole idea of new creatures and don't really need them to be classical fantasy creatures. Renewal is great.

Ethric at 2010-11-27 11:23 wrote:
I propose the name "Ooh, shiny", and "Ooh, very shiny" for the upgrade.

michiganjf at 2010-11-27 06:59 wrote:
Odd, but I've no particular problem with the new creatures if game play is made interesting by creative creature abilities.

I'm curious what these two can do?

JSE at 2010-11-27 02:08 wrote:
UbiSoft really doesn't seem to understand (or to care?) that most Heroes fans -- including myself -- would like to see classical fantasy creatures rather than highly world-specific ones.

In general, it makes sense to present a game world the way it was meant to be -- but if this includes spider women as Necromancer creatures and tattoed "glorys" for the Knight ranks, maybe the conclusion is that Ashan just isn't a good Heroes setting...

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