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Heroes of Might & Magic 7

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Even years later this puzzles me. If the leak is true, which it likely is, then why purposely run a franchise to the ground while still publishing it. This doesn't look like incompetence, it seems deliberate.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Even years later this puzzles me. If the leak is true, which it likely is, then why purposely run a franchise to the ground while still publishing it. This doesn't look like incompetence, it seems deliberate.
They also changed the name. Reeks of some executive level power play.
 

Parsifarka

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(WARNING: I've an irrational hatred for Heroes V -this may be important to understand my assessments)
I've tried the Beta. Unfortunately, my 560GTX passed away recently, so now I'm playing with a Intel HD 4600, sic. There are many graphic options to adjust so I'm able to play it at lowest, with some framerate drops, but playable. But even then I don't think this justifies the looooong time the AI takes to play its turn. I hope we don't need another Quantomas once the game is released. About graphics, many models are reused, but they fit well, overall it looks nice and could even be charming if I got a decent card.
I've played just about two hours, but at the very beginning I found my first surprise: it was the week of tempest, so ranged attacks were disabled -I've never seen something like this before, so be prepared for notorious special conditions. Playing with Castle, I felt overpowered. I don't know if I chose a special game mode or something, but the bonus effects of my hero were massive, constantly giving me double turns, lucky strikes and such being just level 7 or so -even odder for a magic hero!
About the skill wheel. I played with a single hero, so I guess there are variations on this structure for warrior heroes. Here I had to choose among tactics, economics, scouting, rectitude (what before was the leadership branch of tactics) and some magic schools. Of course I chose non magic abilities, and the result was, as I said, too effective. The skill wheel is uninspired, its structure is over simplistic. There are no prerequisites for abilities but to unlock (buying with the point you receive each time you level-up) the 'step' (the visual equivalent of the classic formula basic-advance-expert, etc.) containing it. As I still have to play with other classes and towns, I can't say yet you'll always end up with the same hero build. But for now it looks that way.
The townscreen looks like a cheap representation of medieval Europe by a korean slave, but it's nice. The building tree is interesting, recovering the Heroes 4 exclusion system but reduced to secondary buildings (you can build all dwellings), and thankfully there is a bunch of them (buildings granting resource production, unit production bonuses and special benefits) -although functional, that building screen is bloody ugly. For now I'm satisfied with the town design, I think the tree is more complex than ever before on a HoMM -a well done complexity, I mean.
The magic guild also implies an election: you must school which school (plus the one tied to your faction) you want to learn. Now the spells you can use in the adventure map are more varied and interesting; v.gr. you can cast a blessing for the next battle or reveal a location covered by fog. Nice addition. Town portal now is cheaper to get than in H6 but has more prerequisites for building it. The map I played didn't had neutral dwellings nor castles besides the owned by the two players, so I hadn't chance to try caravans -it certainly looks like there are caravans for there's a button depicting one in the townscreen, but it was locked (probably for the previous reasons).
In battle, the flank system works fine, I think. There aren't as much special characteristics for units as in H6 (i.e unfair things like overpowered elemental shields when hit or blasts when dying are removed), but still they behave with sufficient differences. The relation between damage, health and unit tier is correct for what I've seen. The death camera for ranged attacks is quite cinematographic, very cool; for melee attacks it isn't as spectacular (perhaps this is just due to my limited hardware). Neutral enemies seem enough varied.
I think that's all I can say from what I've played, Heroes VII may be the best iteration since Ubi owns it.
 

Parsifarka

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Update: Caravans work as in TotE. Shame, I thought Heroes 4 nailed it. I fought a siege, the walls fell with the first automatic shot; if I'm playing on dumb difficulty I'm unaware of it. I still haven't found any dwelling in the map.
 
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I don't recall how they worked in Heroes 4, wasn't it the same as in TotE. TotE was a cool way to handle it since the caravan could get intercepted with a fighting ensuing.
 

Parsifarka

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I don't recall how they worked in Heroes 4, wasn't it the same as in TotE. TotE was a cool way to handle it since the caravan could get intercepted with a fighting ensuing.
In H4 you can call caravans from dwellings and send garrison troops in caravan too; those are not visible in the map. Perhaps I was wrong recalling that TotE worked that way (certainly, the caravans can still be intercepted), but here in H7 you call only troops not recruited yet from other towns (and dwellings, I guess, but I haven't found any) -that is, you can't send your main army, or any already recruited, through caravans. And if you can, I don't know how to.
 
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True I recall the garrison troop transfer now. Practical, but I think the main reason behind it was because you could move your troops on the map without a hero. Being invisible seems less interesting to me than being vulnerable
 

Zeriel

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I'll sum up Heroes 7 as it stands with a hilarious anecdote: In previous betas, flying units looked extremely glitchy due to how they flew, moving very slowly while flying and twitching back and forth spasmodically. Now, in this new beta, the flying units simply don't fly anymore. Problem fixed!

I want to see Bubbles' interview concerning Might & Magic first, but I am more and more feeling like they are just deepsixing this franchise. It's over.
 
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Prepare for a frustrating interview, because obviously Bubble can't get that technical, so it will only be the developers acting humble, talking about how much they love the franchise, how much they are trying to draw inspirations from *name drop*, why they think heroes 6 was maybe not so great.

They're fan of the series and they have been instructed to show it, because Ubisoft now thinks this is a community niche game and you have to PR wank that way. Replaces expansive ads on the tv. But they are obviously all underworking french junior developers for the most of them and nothing good will come out of it
 
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Bubbles

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Prepare for a frustrating interview, because obviously Bubble can't get that technical, so it will only be the developers acting humble, talking about how much they love the franchise, how much they are trying to draw inspirations from *name drop*, why they think heroes 6 was maybe not so great.

They're fan of the series and they have been instructed to show it, because Ubisoft now thinks this is a community niche game and you have to PR wank that way. Replaces expansive ads on the tv. But they are obviously all underworking french junior developers for the most of them and nothing good will come out of it

The delays on Gamescom coverage were unintended, but highly unfortunate. That's why I'm prepared to give a short outline:

- the interview was about 40 minutes long, but the information density was little low

main topics were:
- what's the current audience, how do we appeal to them? (darkly hilarious imho)
- what went wrong with HoMM 6? (you may be disappointed with that answer)
- what should a good HoMM campaign look like? (I liked that one)
- map sizes (very important to the devs)

- we also did a comparison on booth attendance compared to other Ubisoft games

Next week.
 

Zeriel

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I'm moving on from the heartbreak phase of knowing there will never again be a Might & Magic RPG to "at least Bubbles will make it funny".
 

MicoSelva

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I started playing the beta with my wife, expecting nothing and with zero information, and was pleasantly surprised at how improved the game seems over HoMM VI (beta shenanigans aside). Skill wheels are ok, although they promote beelining to high-tier skills, which make heroes much more powerful than dividing skill points among many skills to make a jack-of-all-trades. There are now multiple resources once again, not just wood ore and 'something magical'. Spells are actually useful. Towns look good, and developing them is actually interesting and requires some thought (maybe even adjustment to situation? too early to tell). After a couple of hours I can already see that while it is and never will get a cult following like HoMM III, it might actually be decent enough that kids these days will look back and remember as a cool game.

I mean, if they actually manage to get unstuck from LoL/DoTA 2 long enough to play this, which is unlikely.
 

Jaedar

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So I played the beta for like 3 weeks and It's not terrible. I am quite surprised to be honest.

The UI design is pretty shit in some places, with important numbers and buttons being way too small.
fclFot0.jpg

XrRt4KH.jpg
In both cases, the actual amount of the troop is almost impossible to read at a glance, and its one of the most important things.

Other than that, the game seems pretty ok. Flanking is just as stupid as I thought it would be (+50% damage for moving 3 tiles to get behind an enemy...). It's *possible* it creates greater depth in large fights, but against the neutral enemies I've p much just waited and then gone for full flank, annhilating the stack in one hit. Then you rush the enemy ranged if they have any.
 

Quatlo

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Played a match with my bro, for both of us the game felt really like Homm V, the UI needs some work but most of the shit you'd want is in place and the art style when moved to 3d is way way better than the horrible concept arts.
I like the divide to "core" "elite" and "champion" unit types, I dont know how will it work in the full game (if at all) but it could create a possible scenario where hero specialised to have an army of low-tier units could be as effective as a guy running around only with lvl 7 units from multiple castles.
And Based Paul music is great as always.
:love:

Oh, and highlighting goodies on map with alt work really well, much much better than blue tint in Homm V, here you have very visible white outline.
 
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theSavant

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Played a bit now... It feels like a slightly enhanced version of Tribes of the East - nothing more, nothing less. Slightly better UI, some things are better visible, more logical. Quick combat is nice. Game is a resource hog though, and graphics don't look much better than in Heroes V. Also NPC turns take too long. Overall it didn't convince me to spend more time on it.
 

Jaedar

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Played a bit now... It feels like a slightly enhanced version of Tribes of the East - nothing more, nothing less. Slightly better UI, some things are better visible, more logical.
I find these statements to be somewhat ridiculous.
 

Jaedar

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Please explain.
In terms of UI, I stated my grievance a few posts ago, with examples. A lot of the important numbers and such are almost unreadable.

I don't see how one can claim that this is an enhanced version of Tote. It is similar in many respects, but it also lacks stuff. Mainly the dual upgrade paths for all units. And the vastly superior iniative system.
 
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You may be right with the post you are referring to, as I also encountered some weird UI bugs (e.g. button text cut off). However I assumed they gave us a really really bad build for Beta testing. I mean this shit can't be the actual state of development, given that the final release is next month. That would be ridiculous. So I only looked at the things which seemed to have changed for the better (basically the nicely structured skillwheel, or that in combat you can clearly see when the round ends, or the mage tower making more sense now).
 

Reject_666_6

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And the vastly superior initiative system.

Very much agreed on this one. The 2D HoMM games always had the problem of the Speed stat, which made faster units move farther and sooner. Even leaving aside the tendency of the strongest units being very fast, making them tactical nuke stacks, acting first means you can cast spells first, so whoever had higher-level creatures in a mage battle had a huge upper hand. Also, clearing Dragon Fly mobs is a major pain in the ass if you're going for a ranged army.

H5 fixed this problem by decoupling Speed (how far you move) from Initiative (how soon you move), so now you can have stacks with more tacticool mobility but without letting them fuck your backline on turn 1 (like Imps), or archers that can shoot first without implicitly being able to kite your whole army, and you can have units that take a while to act but can walk up to you and whoop you when they do (like upgraded Rakshasas).

Not stopping there, the devs decided to adapt the combat phase and build it around this new system, eschewing the idea of combat turns altogether, so Initiative wasn't just how soon you acted, but how often you acted as well. Creatures with very high initiative can act twice, even thrice before other creatures can act at all, with that proportion continuing for the rest of the combat. Then, heroes were simply given their own Initiative score to act on, so spellcasting (or bitchslapping) wasn't tied to once per some arbitrary round anymore.

Of course, H6 devs thought this shit was too freeform, so they decided to leave the split stats but shove them back into the old HoMM turn system. It's still a better system than the old one, but a needless step back from the wisdom of H5. Well, guess which system H7 decided to keep.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
You may be right with the post you are referring to, as I also encountered some weird UI bugs (e.g. button text cut off). However I assumed they gave us a really really bad build for Beta testing. I mean this shit can't be the actual state of development, given that the final release is next month. That would be ridiculous. So I only looked at the things which seemed to have changed for the better (basically the nicely structured skillwheel, or that in combat you can clearly see when the round ends, or the mage tower making more sense now).
Being able to see the entire skill wheel in game is certainly nice, as is being allowed to pick the secondary school for your mages guild( in homm5 your guild at both primary and secondary pre-chosen).

And this build doesn't seem *that* bad to me. Won't be a super polished release, but one can't expect that these days. What is disconcerting is that not every race is even in.
 

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