Time (approx.) Detail
?:?? No 3D towns because of budgetary limits
?:?? Governor system for towns returns. You can assign one hero per
town (and one town per hero) to be Governor. That hero can provide bonuses to the town. It will be possible to build a hero to be a good Governor.
25:00 No constant online requirement. Connect once for activation and then you can play offline as much as you want. As a result, Dynasty will go away.
27:30 Area of control is not the same as VI. You can control forts to control an area, but it works differently.
28:45 Forts return, but attacking them destroys them. You can rebuild them to control the area.
36:00 You can create choke points to control a map by destroying bridges.
38:51 Static Discharge spell: Buff that does AOE damage to adjacent units at the start of the target's turn
39:05 Early in development, they had a "no retaliation" rule when attacking from behind, but they changed it to increased damage because it was over powered.
40:45 Sorcerer's Apprentices are Elite Units in Academy. The basic version has a piercing shot. The upgraded version has AOE nova attack.
40:55 Fog of war confirmed. Class style, like V or VI.
43:35 The map editor available to players will be the same as the developer tools.
45:40 We will not see single bosses like in VI, but we will see scripted special encounters.
46:30 No random skill system at the moment, but they are discussing internally adding it as an optional setting.
48:25 Modding kits a possibility but not confirmed
50:50 VII will mark the return of spell books and the "spell hunt." Various sources will give spells. Mage Guild returns up to level 4. Each faction has preferred and forbidden schools. Developers are considering allowing school specialization within boundaries to allow players freedom that the Mage Guild they build gives the types spells they want.
57:30 Cabir (Academy Core unit) = Gremlin. They are immune to fire and can repair constructs.
58:00 Detailed look at spells. All were in past games except for Static Discharge.
59:45 Ability to speed up combat animations confirmed
1:00:00 Negative morale will have serious consequences again. The enemy AI stacks suffered a morale debuff when a fellow stack was destroyed.
1:03:00 Expect more Twitch demos throughout development.
1:05:30 We will not receive information on possible lineups for Dungeon or Inferno before the vote to pick a faction ends. When the winner is announced, we will get three unit lineups and vote to eliminate one. Then we will vote for the winner of the two remaining. If Dungeon wins, expect minotaur in every lineup. If Inferno wins, expect succubus in every lineup.
1:09:30 It is possible to destroy part of your own town (down one level per turn). You might do so to change Champion creature selection or to reduce a captured town you will soon lose or to recoup some resources (requires hero skill that needs balancing in play testing).
1:10:50 Hot seat multiplayer confirmed.
1:13:20 You can build battle maps of various sizes and crowded with obstacles or empty.
1:14:05 Golem Academy unit spotted. Name was obscure by links and logos when I watched the replay.
1:14:50 Magic Bird/Arcane Bird Academy Champion unit names are not final
1:17:25 Expect a chance to vote on some of the contents of the retail box.
1:18:30 No conversion of towns. Developers feel this does not create a disadvantage for any particular faction but specifically removes an unbalanced mechanic that too heavily rewards conquering towns (enemy loses town while victor gains exactly the town needed).
1:24:10 On the MMH7 website, you can do the Konami code (Up, Up, Down, Down, Left, Right, Left, Right, B, A) while veiwing a unit page to make that unit show off the funny animation. This may confirm funny animations for idle units in combat.
1:26:50 Reputation system (Tears/Blood) gone because it forced a player to limit behavior to maximize, and the rewards were not big enough.
1:27:50 Nagas (Sanctuary) to return if sales support expansions/DLC. The dream is to have all nine factions.
1:29:35 Nods (Easter eggs) to old games in the form of names of weeks possible, but no science fiction elements will come into the game.
1:31:15 Lighting, seasons, and weather effects are for story purposes and decoration only. They will not impact gameplay except when scripted.
1:33:00 AI will not flee at the start of combat when outmatched but might surrender.
1:34:15 Heroes will have specializations, but only main characters will have unique skills.
1:34:50 Initiative will work like in VI. The Hero can act once per round any time one of his stacks can act.