Storyfag
Perfidious Pole
The units aren't that bad. Just compare them to the H6 travesty.
It feels like comparing it to H6 is setting the bar rather low.
Hmm, fair enough.
The units aren't that bad. Just compare them to the H6 travesty.
It feels like comparing it to H6 is setting the bar rather low.
FROM HEROES III TO HEROES VII 12/17/2014 | 1147 comments
As any good heir to a long dynasty, Heroes VII feeds upon a long history of predecessors, including the beloved third installment, known to be most appreciated amongst all.
This article shows how the design of Heroes VII reflects some aspects of its illustrious ancestor.
COMBAT CALCULATIONS:
Combat calculations system is very similar to H3’s. The difference between two opposed unit stacks is based on their respective attack and defense value. This difference generates a multiplier to the damage dealt from the attacker, which is subtracted to the stack’s health of the defender.
In Heroes VII, hero’s stats simply are added to creatures ones, allowing players to easily grasp the interest of a spell or an ability (for instance, if an ability gives a +5 attack bonus, the target receive a +5 bonus to its stats and that’s it).
HERO STATS:
Now that we introduced the calculation topic, it is the perfect timing to go deeper on the hero’s stats!
In Heroes VII, we decided to go back to the roots of this area and reduce stats to 7. The functions of these are similar to those in Heroes III, with the addition of the hero damage (since the hero can attack a stack directly).
- Might (adds to creature attack)
- Defense (adds to creature defense)
- Magic (increases the power of spells)
- Spirit (increases the mana pool)
- Leadership (adds to creature morale)
- Destiny (adds to creature luck)
- Damage
LUCK AND MORALE:
Luck and morale are prominent in heroes VII. You can play with those as actual game changers. Factions like Haven can bet their victory on their high morale, granting additional actions, and therefore additional damage. Undeads can play their debuffing abilities to send their enemies into negative morale, sometimes forcing them to miss a complete turn!
Luck can be boosted to deal critical attacks but also lowered to cause fumbles (critical failure) and low damage!
WARFARE UNITS:
In memory of the ballista and healing tent, Heroes VII brings back the same game function in more faction-specific style, and therefore changes names. As introduced previously with Heroes VI, they can be machines or creatures and are unique per army. Heroes can specialize in their use and buy buildings to empower them.
- The attack unit is the heir of the ballista : it’s a ranged damage dealing machine or creature.
- The support unit is the heir of the healing tent : it buffs or heals creatures in the army.
- The siege unit is the their of the catapult : it attacks a town’s wall to create an opening.
MAGIC:
The magic guild and spell acquisition in Heroes VII is deeply inspired from Heroes III, and will be the topic an upcoming article. Stay tuned!
CREATURE ABILITIES:
In Heroes VII, creatures tend to have less abilities, and use more passive abilities similar to those found in Heroes III (e.g.: Medusa attacks have XX% chance to turn enemies to stone). Some trigger on critical attacks, some work all the time, overall, the player has less to read and click, and more to think.
MULTI-FACTION PLAY:
In Heroes VII, having no town conversion pushes the player to play more than just one faction at a time either by mixing armies or by leading more heroes to the front, just like in Heroes III. An interesting challenge.
RESOURCES:
As already explained in this article, Heroes VII goes back to 7 resources just like in Heroes III, only with different names.
MAP EDITOR:
With Heroes VII, we want to provide the player with the same freedom to create maps, campaigns, and a powerful and versatile editor is being developed to that end. Our ambition is to give the opportunity to map makers from all horizons and level of expertise to unleash their creativity like they were able to do with Heroes III map editor. This one is of course our main reference (along with H4 one) for this tool development and we wish to go even further! We are looking forward sharing with you more information on this topic!
Of course there are plenty more elements from Heroes III and other titles that we decided to give our respect to on Heroes VII. Our objective with Heroes VII is to provide the best of Heroes and we will have additional surprises to unveil soon!
Stay tuned!
The M&M team.
HERO STATS:
In Heroes VII, we decided to go back to the roots of this area and reduce stats to 7.
- Leadership (adds to creature morale)
- Destiny (adds to creature luck)
They suspiciously dodge mentioning whether skill gain is random or pick whatever you like.
lololololo WUT
no skill acquisitions for heroes confirmed
05) How will the skill system work this time? Will perks make their return and will skill be random with leveling up?
[XP] The truth is we discussed an option to implement randomization. But in the end we decided to let you choose what skills / abilities you want to unlock. So it will be a kind of mix between H6 (full control is in your hands) and H5 (skills are structured in a wheel). We will develop this point in the following months on our Shadow Council website to give you more details.
Nevertheless, we know that we can’t “disappear” without offering you one last gift for this great year of 2014. We heard your trustful passion and since our objective is to provide “The best of Heroes”, we decided to implement something that has been highly requested recently.
Available as an option that you will be able to enable or disable, the team implemented for the new milestone a specific feature that we know many of you have been eagerly waiting for… We are sure you already understood which one we are talking about and we can hear your voices in our heads chanting “#GURS #GURS #GURS #GURS”!
YES! Yes, Random skills will be available in Heroes VII! As an option for the ones who want it and the ones who don’t
I kinda do. Shame it won't be one.I don't want Heroes III-2
.. I want a new, fresh and well made game with a good art direction, atmosphere, combat and leveling system and unique factions. (yeah Im aware that that's all been decided by now)
I remain doubtful whether allowing you to force randomization upon yourself will solve the problems that picking freely brought. Time will tell
Which happened, like, never. But yeah, it could really screw you if you were going for a specific hero/build (like not getting water magic when picking Loynis - that did actually happen to me a good few times) and it was one of the things I wanted changed in III. I also always thought that it would be a nice idea to just receive a stat point on level up an be able to freely distribute it.Everything was fun and games till you cannot get wisdom with your 5 mage heroes in same game...
I still don't get why they insist on Destiny = Luck. It just sounds so silly.
Which happened, like, never. But yeah, it could really screw you if you were going for a specific hero/build (like not getting water magic when picking Loynis - that did actually happen to me a good few times) and it was one of the things I wanted changed in III. I also always thought that it would be a nice idea to just receive a stat point on level up an be able to freely distribute it.
which goes really well with their inane, horribly overdesigned art.They are just trying too hard to rename everything something epic.
And this is why Ubisoft is fucked. Half the people in this thread want everything like Heroes 3, half want everything different. As a sample as the audience, it must confuse the fuck out of developers.
Well, not really. There are obviously some things that could be changed/improved about III, but if they just copied it the fanbase would be content. V copied III way more than IV and VI and it is definitely the most appreciated installment after the real HoMM finished.And this is why Ubisoft is fucked. Half the people in this thread want everything like Heroes 3, half want everything different. As a sample as the audience, it must confuse the fuck out of developers.
I don't understand those fans. For me, the best way to approach a sequel is how Hitman did it. Each sequel gets better and better and after Blood Money, they had almost nowhere up to go.Well, not really. There are obviously some things that could be changed/improved about III, but if they just copied it the fanbase would be content. V copied III way more than IV and VI and it is definitely the most appreciated installment after the real HoMM finished.
And this is why Ubisoft is fucked. Half the people in this thread want everything like Heroes 3, half want everything different. As a sample as the audience, it must confuse the fuck out of developers.