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Heroes of Might & Magic VI

Forum Index > General Games
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Manit0u
Profile Blog Joined August 2004
Poland17257 Posts
Last Edited: 2010-12-14 12:41:56
December 13 2010 01:06 GMT
#1
[image loading]


+ Show Spoiler [trailer] +




+ Show Spoiler [artwork trailer] +




+ Show Spoiler [combat video] +




+ Show Spoiler [adventure map video] +




Official site:
http://mightandmagic.uk.ubi.com/heroes6/

Scheduled for release in 2011.

The only thing worth mentioning so far is that Black Hole Entertainment is developing it under the wings of Ubisoft, which can mean some pretty awesome things (their Mark of Chaos series were OK, but Armies of Exigo was stellar).

Will update with more info when it's available.

+ Show Spoiler [FAQ (official)] +

New mechanics for creature production (no need for caravans)

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.

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).

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

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!

Initiative system
Back to H3 mechanics but with a H5-like INI bar interface.

New Creature Tier System
Core, Elite, Champion (like Clash of Heroes)

Creature Siege Damage
Creature stacks can now damage the fortifications (but are obviously less efficient than catapults)

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

No secondary / alternative upgrades
Obvious in the concept arts.

The Artifact Sets
Nothing special – you collect them all and you get a bonus.

The different tilesets
Jungle, Plains (Summer AND Autumn), Lava, Wasteland (Necropolis), Underground

The presence of critters on the adv map
Turtles, dolphins, birds, etc.

Campaign structure
5 campaigns of 4 maps, 1 per faction, playable in any order, with an optional tutorial map and a mandatory prologue map.

The Map editor
A fan 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.


+ Show Spoiler [WTF?!] +

[image loading]


And some more:

* When can we expect news on the two unknown factions?

It should come very soon. I think you could expect an update in December.

* Could you reveal some units from the announced factions? Any pictures would also be appreciated.

Indeed, they are now being presented on our Facebook page www.facebook.com/MightandMagic. The last ones will be presented in the coming weeks.

* We know there will be 7 magic schools, the 6 elemental schools (including light and darkness) plus primordial. Anything you could share on them, like new twists or descriptions to an idea of what to expect?

Not yet. :> But it’ll come soon™

* While at that, how many will be accessible to each faction? Some will of course favour specifics schools but will the other ones be available and/or effective?

All schools will be accessible. Each faction will favor a specific Magic school among the others.

* There have been mentions of hero customization. We still get "tavern heroes" with their unique bios, skills and specialties, right?

Yes. Customization is in multiplayer, for your starting Hero. You can still choose other heroes and recruit them in town. In solo mode, the customization is limited.

* Will the creature lineups of H6 remain mostly race-based (like in H5) or will they be based around a common theme (like in H1-4)?

Heroes VI is more balanced about this. You’ll get a bit of both; some race-based creatures and some about the theme.

* Will any of the classic units not assigned to factions return as neutrals?

About neutral creatures, you’ll see new ones and old faces. For example, the phoenix you might have already seen on the dev T-shirts.

* What can we expect from the advanced classes? Will they work like in H4?

Not really, it is different from Heroes IV. We’ll soon go in more detail about this. What we can say so far is that each advanced class have 2 unique abilities, including one ultimate.

* How will hero movement be affected on the adventure map?

You’ll have skills and artifacts linked to movement. Creatures in your army won’t affect your movement. Terrain will also have an effect.

* How will spells be learned in Heroes VI? Are Mage Guilds returning? If not, will the skill tree be used instead?

Heroes VI will have a new skill system we’ll talk about soon™ (see question 3 for reference )

* What type of race-unique buildings can we expect in Heroes VI?

You’ll be able to build 2 out of a choice of 4. Buildings are linked to faction strategy.

Here are exclusive examples of unique buildings:

- For Haven: the Statue of Revelation which removes fog of war in a targeted area, once a week.

- For Necropolis: the Altar of Eternal Servitude, which gathers the remains of the player’s Necropolis Creatures that fell in combat, so they can be recruited again (for a price).


* What is the estimated planned map total (campaigns, single scenarios and multiplayer maps inclusive) for the initial release of Heroes VI?

We have 24 campaigns and 10 multiplayer maps. While there will be "only" 10 MP maps in the retail game, the goal is to have more maps available for download on the official website of the game right from day 1.

* If many of the mines and creature dwellings are being retired for Heroes VI, what will take their place? How will the adventure map be kept interesting and fresh?

You still have treasures, artifacts and places to visits. Also, re-centering the game on areas of control and strategy will make the adventure map appealing.

* Will mixed neutrals ala Tribes of the East be returning? Pretty please

Yes.

* Can you elaborate on the Reputation system which was mentioned? How does it work? How will it affect gameplay? What actions determine your reputation? What are the benefits of having one type of reputation or the other?

We’ll develop on this later on

* Are the beloved dialogue and text boxes from Heroes I-IV returning in Heroes VI? Will the campaigns contain a lot of juicy narrative as in H3 and H4, or just cutscenes like in H5?

In the campaign mode, you’ll have some cut scenes, dialogue boxes. You won’t have big texts like in H IV, but for curious players, there’ll be plenty of very detailed text to read in the bios of heroes, creatures, cities, etc.
Also map makers will be able to put all the boxes they want in their maps.

* According to the timeline, necromancy was only discovered in 461 YSD and the rise of the Necromancers took place almost 50 years after H6, in 610. How is it possible the Necromancers are such a strong force at this point in time?

At the time of Heroes VI, Necromancers are just a group of wizards, not a full Nation. They are part of the 7 cities. But their cult is 100 years old. Heroes VI is the turning point where Necromancers come to the foreground.

* Will it be possible to create custom dynamic battles in the map editor?

We’ll communicate on the map editor details later.

* The press release claimed "Might & Magic Heroes VI will include all the characters and features that have made this brand a worldwide success". Is it possible that any classic heroes from the Might and Magic franchise will return in some form for Heroes VI?

This is a request that has been strongly expressed by the VIP fans. As you know, 2011 will be the 25th anniversary of M&M, so surprises are to be expected.

* We are worried that the storyline will ultimately just rehash the Everyone VS Demons plot yet again. Will the Demons be the main antagonists of Heroes VI?

Yes, there is a Demon invasion in Heroes VI.
No, it is not the most important plot element in the storyline.
Even though most factions have the Demon invasion in mind, the political face of Ashan is evolving way beyond this threat.


Edit: Found out some more FAQ, put it in WTF section.

More basic info at Heroes Community. ~thanks to Latham
Time is precious. Waste it wisely.
Klorofyll
Profile Joined October 2003
Norway30 Posts
December 13 2010 01:12 GMT
#2
Ooh great!
I blame Heroes 3 I think it was for my lack of social life a few years ago.
This might just become my new "bnet is down again..." game :D

Thx for posting, diden't even know it was planned
Random.. the only race getting nerfed each and every patch...
Whalecore
Profile Joined March 2009
Norway1110 Posts
December 13 2010 01:13 GMT
#3
Really looking forward to this!

Spent countless hours in Heroes 3. And quite a few hours in Heroes 5. Hoping for awesome hotseat mode in VI as well!
Playgu
RYZmooN
Profile Blog Joined October 2008
Canada575 Posts
December 13 2010 01:15 GMT
#4
Heroes is like 1 of the first video game i ve played in my life... AND ITS STILL ALIVE!! !WOOO!!!
but heroes MnM 3 is still the best
How do u doto?
Manit0u
Profile Blog Joined August 2004
Poland17257 Posts
Last Edited: 2010-12-13 01:21:10
December 13 2010 01:18 GMT
#5
Updated the OP with some info I managed to scavange all over the internet.

Edit:

OMG, I just love some of the new units...

[image loading]

[image loading]
Time is precious. Waste it wisely.
Pyrrhuloxia
Profile Blog Joined May 2008
United States6700 Posts
December 13 2010 01:18 GMT
#6
Where is Might and Magic X?
N3rV[Green]
Profile Blog Joined August 2009
United States1935 Posts
December 13 2010 01:22 GMT
#7
If they can really bring the core that was HoMM3 I would be one happy motherfucker.

I mean, I still play hot seat games of HoMM3 with my buddies that last for days and days, always good fun. We tried to make the magic happen with HoMM5...but it just wasn't there.
Never fear the darkness, Bran. The strongest trees are rooted in the dark places of the earth. Darkness will be your cloak, your shield, your mother's milk. Darkness will make you strong.
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
Last Edited: 2010-12-13 01:29:48
December 13 2010 01:23 GMT
#8
I heard resources are going to be changed.

Anyways, I can't wait. I am buying this baby for sure.


- 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


I am somewhat uneasy about this.

In the older series, heroes gain skills somewhat randomly; different classes of heroes have different probability of learning different skills. I felt the system was fine - as the game as a whole was pretty random anyways.

Now that they have removed this, I am guessing they are going to have a skill tree for each hero instead? That's seriously going to make things more complicated.

On December 13 2010 10:22 N3rV[Green] wrote:
If they can really bring the core that was HoMM3 I would be one happy motherfucker.

I mean, I still play hot seat games of HoMM3 with my buddies that last for days and days, always good fun. We tried to make the magic happen with HoMM5...but it just wasn't there.


I am not sure what you are talking about. HoMM5 is far superior than HoMM3. The mechanics in HoMM5 is better, racial identities are clearer, and there are more strategies in HoMM5 (in HoMM3 you pretty much have to have Earth Magic and Wisdom or your hero is pretty much doomed). There are basically less "cheese" in HoMM5. Overall, HoMM5 was pretty much a superior remake of HoMM3.

The only good thing about HoMM3 is that the computer cheats better and it runs faster due to poorer graphics. Of course, HoMM3's graphics were still far superior than any of its competitors at the time.
https://twitter.com/SufficientStats
KOFgokuon
Profile Blog Joined August 2004
United States14893 Posts
December 13 2010 01:29 GMT
#9
Nothing wrong with complicated.....as long as it works.
rwrzr
Profile Joined February 2010
United States1980 Posts
Last Edited: 2010-12-13 01:32:26
December 13 2010 01:29 GMT
#10
i have to say that i'm a real fan of HOMM2. Three was OK but after that i felt... meh

Looking forward to VI should be good.

On December 13 2010 10:23 Sufficiency wrote:

In the older series, heroes gain skills somewhat randomly; different classes of heroes have different probability of learning different skills. I felt the system was fine - as the game as a whole was pretty random anyways.


I don't know if anyone will get this but restarting the map until your hero has logistics? (I did it on impossible)
FADC
ToT)OjKa(
Profile Blog Joined May 2007
Korea (South)2437 Posts
December 13 2010 01:33 GMT
#11
6?

AAAAAAAAAAAAAAAAAAAAAAAAHHHH

Fuck yeah, didn't really play 5 much, the map was a pain in the ass but that FAQ is looking gooood
OjKa OjKa OjKa!
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
Last Edited: 2010-12-13 01:42:08
December 13 2010 01:34 GMT
#12
On December 13 2010 10:29 KOFgokuon wrote:
Nothing wrong with complicated.....as long as it works.


Maybe I am just old and grumpy, but I enjoyed the older system when you sometimes have to choose the better one out of two less-than-ideal choices. It often gave the game more replayability, as I had to play the campaign several times to get the "perfect build" for my hero.

On December 13 2010 10:29 rwrzr wrote:
i have to say that i'm a real fan of HOMM2. Three was OK but after that i felt... meh

Looking forward to VI should be good.

Show nested quote +
On December 13 2010 10:23 Sufficiency wrote:

In the older series, heroes gain skills somewhat randomly; different classes of heroes have different probability of learning different skills. I felt the system was fine - as the game as a whole was pretty random anyways.


I don't know if anyone will get this but restarting the map until your hero has logistics? (I did it on impossible)


Maybe I am just old and grumpy, but I enjoyed the older system when you sometimes have to choose the better one out of two less-than-ideal choices. It often gave the game more replayability, as I had to play the campaign several times to get the "perfect build" for my hero.

In HoMM4, I would restart until I can advance to Grandmaster Necromancy on level 9.That's kind of the same as what you are saying.

Now, I am unhappy about the skill system because I believe HoMM has always been about "chance". The game is really, really random, which is why it's so re-playable. Even if you play on the exact same map, against the exact same (computer) opponent, trying to use the same strategy, it will almost always come out differently. For example, in the older series:

Treasure Chests give random experience or random artifact.
Banks have random amount of guards, and random rewards.
Resource lumps give random amount of resources.
Creatures do random amount of damage.
Heroes gain random skills.
Neutral creatures have random composition and size.
etc.

Gah. Maybe I am just ranting... I am sorry. It doesn't matter how they make it, I will play it and adapt, just as what I have done for HoMM3, 4, and 5.
https://twitter.com/SufficientStats
Manit0u
Profile Blog Joined August 2004
Poland17257 Posts
December 13 2010 01:42 GMT
#13
I must say I don't really like this Final Fantasy like creature appearing (both the creature and the style it appears in) in the adventure map trailer...
Time is precious. Waste it wisely.
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
December 13 2010 01:42 GMT
#14
On December 13 2010 10:42 Manit0u wrote:
I must say I don't really like this Final Fantasy like creature appearing (both the creature and the style it appears in) in the adventure map trailer...


Which one are you talking about?
https://twitter.com/SufficientStats
Elyvilon
Profile Joined August 2008
United States13143 Posts
December 13 2010 01:43 GMT
#15
Wow, this is awesome. I spent so much time playing HOMM3 back when I was in high school. Disappointed that they're changing the initiative system back to the way it was in HOMM3 though; even though I didn't play much HOMM5, I thought the initiative system there was better.
Liquipedia
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
December 13 2010 01:50 GMT
#16
On December 13 2010 10:43 Elyvilon wrote:
Wow, this is awesome. I spent so much time playing HOMM3 back when I was in high school. Disappointed that they're changing the initiative system back to the way it was in HOMM3 though; even though I didn't play much HOMM5, I thought the initiative system there was better.


I felt so too, but older HoMMs have a lot to do with luring retaliations, which was very difficult to do in HoMM5. Also, if you played the second expansion of HoMM5 before, they actually added "Wait" back into the game. In term of formulating strategy, the initiative system was kind of difficult.

Initiate-modifying skills in HoMM5 felt too strong for me. I think it's better to have Haste to add to movement speed instead of making creatures act more often.
https://twitter.com/SufficientStats
Taguchi
Profile Joined February 2003
Greece1575 Posts
December 13 2010 02:13 GMT
#17
wow finally they're gonna make a real sequel for heroes3, heroes4 was a joke in campaign (i ran around with 0 units and owned everything at some point...) and i really disliked the initiative system of heroes5, plus the game overall felt kinda imbalanced, not enough attention had gone into it compared to heroes2 or heroes3

just keep it simple, no more 23894 attacks before the other guy can move again, less brute force and more strategy is perfect
also some music along the lines of heroes2 would be very welcome~
Great minds might think alike, but fastest hands rule the day~
G_Wen
Profile Joined September 2009
Canada525 Posts
December 13 2010 02:17 GMT
#18
Wow, I feels so fast. I remember playing 3 in my childhood and buying 4 on release. I skipped 5 due to ubisoft taking over after the failure of 4 (which is still my favorite). I think 4 had the deepest combat system and it seems like 6 will be bringing some of that back (I'm hoping those units are heroes participating directly on the battlefield).

Also interesting is what appears to be a conversion of a castle from one type to another (a feature first introduced in HoMM3 WoG iirc). Nice to see that they are making some changes after the complete revert to H3.

I will definitely give 6 a shot.

I felt so too, but older HoMMs have a lot to do with luring retaliations, which was very difficult to do in HoMM5. Also, if you played the second expansion of HoMM5 before, they actually added "Wait" back into the game. In term of formulating strategy, the initiative system was kind of difficult.

Initiate-modifying skills in HoMM5 felt too strong for me. I think it's better to have Haste to add to movement speed instead of making creatures act more often.

Wow they removed Wait from the game? This is very disappointing. Especially since HoMM4 initiated the system of simultaneous retaliation.
ESV Mapmaking Team
instantnoodles
Profile Blog Joined May 2010
United States190 Posts
December 13 2010 02:21 GMT
#19
This looks amazing. I remember playing the first heroes of might and magic as a kid. i loved it. I never played any of the other ones but am really looking forward to this
fearus
Profile Blog Joined December 2003
China2164 Posts
December 13 2010 02:30 GMT
#20
I remember playing HoMM2 with a friend on hotseat and we would make our turn then go watch the t,v and repeat to ensure that no 1 cheated by peaking.

Childhood memories...
bisu fanboy
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