Big NEWS update [H6 official news] ~ Discussion and feedback
Since the last time I tried to help I was silenced and my post deleted, this time I decided to start a new thread. I hope that this time it will stay for a while longer. Here you go, some inside news exclusively for HC:
*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 / Fort / Creature dwelling conversion will be available
*2D animated town screens WILL be in the game
*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.
*Fixed camera angle
On the adventure map, to avoid 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
*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.
*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
With Marzhin’s involvement the goal is to make it user-friendly and shipped before the game, or at least simultaneously with it.
And a couple of additions courtesy of Elvin:
*New tier system
Units are no longer divided in successive levels of strength, they fall under three categories: Core, elite and champion.
The former 2 categories have 3 units each and there is one champion unit. Take haven, the archer and the spear guy will be of comparable strength since they are both core units.
*Creature Siege Damage
Creature stacks can now damage the fortifications but are less efficient than catapults.
*Presence of critters on the adventure map
Turtles, dolphins, birds, etc.
27.08.10 More updates, courtesy of Archangelcastle.com:
- The 4th faction will be announced in November. It's a known faction from previous Heroes.
- The 5th faction will be an original faction. It will be announced in January only.
- The creatures belonging to the same category (core, elite) will have similar stats but their abilities will determine their role on the battlefield.
- During sieges, we can put archers in the main tower
- The defensive moats will be back
- Creatures will still have passive and active abilities (like Griffins still have their Dive - which one wasn't said though
- Some kind of line of sight system will make its appearance again.
- Creatures won't be able to wander on the map without hero
- The focus points and the dwelling systems are made to put more emphasis on our main hero, rather than having people buying heroes to make chains of heroes
- The Phoenix will be back as a neutral creature. It will be blue because it is linked to the Moon. (Ubisoft is trying to create its own bestiary for M&M universe)
- Town conversion will be very expensive and take several turns (not said how many). A player can stop the conversion by attacking the city and interrupting it (not said if it's automatic or if you have to click something)
- During a conversion, buildings that are common to all towns won't be destroyed (marketplace, tavern, town hall)
- At the beginning of a map, a scrolling will show the "points of interests" of a map (a bit like KB when you first visit an island)
- The combat arena with bosses will have "special" designs
- A huge work has been done on every creature's animations : passive, dealing damage, taking damage (seems the griffin is screaming a lot)
- The rare ressource is named "crystallized dragon blood"
- It will be possible to put units in the forts controlling your areas