Watched it live and then translated it for fans from my country. Thanks for it and more... more of those!
Guys I wasn't able to join your twitch session (not very easy time for those of us in Australia) but just watched it and I have a question. When moving a creature, will you have the ability to choose the direction it faces if it does not attack? With how the flanking system now works the direction your creature faces becomes a lot more important and I fear that you will be forced at times to put your creatures into precarious positions
Go on start, ... Online
Make my day
Classic Random Skillwheel, fixed and improved !!!!!!!!
We should squeeze behemoths out of them ;P
will we see really powerfull spells like in H4??? Where you could slowdown the whole army, or make some troops to lose their moves, or my favorite spell from necromancy a hand of death, power of which depends on the level of a hero, the same holds true with artifacts, will we see colections of some of them, which will give your hero extra abilities???
Why in the Heroes of might and magic 7 in the tactical battles uses a square grid instead of hexagonal.?*
Почему в Героях меча и магии 7 в самих тактических боях используется квадратная сетка, а гексагональная.
This thing is not playing for me nor can I find any instructions on how to play, what is going on here.
Please, just don´t show Gamescom demo gameplay again :P
Waiting for the insights...
would chaplain use ranged attack before upgrade like homm3,4,5?? and can feral charge can use over the wall??will justicar be walker or teleporter(like vampire,archdevil,thane)
I really doubt they will change current system. However I really enjoyed Disciples series to which gameplay mechanics I believe you are referring. There are some ways to solve problem. For example H5 had spell to summon units from nearest town. In H4 there was resurrection, necromancy, summoning skills which helped to refill dead units. For me the biggest problem in H6 was necessity to save every single creature, otherwise, doesn't matter the difficulty, you would get punished hard.
To add up to my point it is good to make game challenging, but when difficulty gets in a way off having fun it just frustrating. And they could have added some quick combat features which allow to customize tactics, like defensive for protecting your shooters, or offensive for rushing your enemies etc. Real challenge which is fun in my opinion should focus on hero vs hero battles and sieges. Alternatively devs could make core creature loses less punishing or figure out some other ways to refill.
In Heroes 4 I remember having huge stacks of creatures, and loosing a lot with each battle. Was your experience different? Or am I just remembering wrong? Anyways, to me it seemed like in a lot of HoMM games you were forced to be ok with loosing creatures. There was no way to keep all of your creatures if you had a battle against a force similar in strength to you. I am a bit of a perfectionist, so not being able to have a "perfect battle" with all of my cre
atures, or at least most of them, still alive bothered me just a bit. So I was happy that I was able to do that in Heroes 6. I know there are a lot of people, like you, who don't feel that way though. I wish there was a way to make the game playable both ways, but I unfortunately don't think it's possible. Heroes 7 is probably going to go back to making you loose creatures. But I live in hope that the dev team will come up with some ingenious way to do both.
I'd like to question the devs on the continued function of Permanent Unit Loss. One of the most unenjoyable aspects to the game is losing any units in battle and ever having to return to a settlement to "stock up". In reality, stocking up is just replacing units you would need to have on the bigger enemies ahead. Any PUS sets you back in terms of what you can take on and whether you can progress or not.
In HOMM6 the first four points I always spend were in Heal, Regen, Mass Heal, and Mass Regen
Getting heals was essential to mitigate PUS as much as possible, spend more time in the field enjoying exploring and getting those extra resources and artefacts around the corner. It was also crucial for spending more on building and less on units.
Would the Devs ever consider an alternative system instead of PUS? A way that we can take a hit for poor play, but not spend a lot of fetching refills and feeling sub-par for any losses.
I'd love a tactical, battlefield game in the world of MM where the units were individuals that have health, levels, and ranks, and keeping a full offensive means being capable of healing your crew between fights rather than ensuring you make no losses in combat. More time fighting and exploring, less time running back and forth, compensating for every death.
If you want to play next Disciples - ask for it, do not try to change other series into it.
HoMM - Strategy not a tactical battlefield game. You want an RPG - there are a lot of appropriate series. Check out Disgaea for exemple.
Creation and management of units is an important part of HoMM. And yes, if you made a mistake you must be punished. And without it this game will lose a lot.