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View Full Version : Heroes 6 FAQ - *UPDATED 20/11/10*



smithey33
11-26-2010, 12:29 AM
seemed kinda dumb that its nowhere to be found on this forum so here goes


* When can we expect news on the two unknown factions?

It should come very soon. I think you could expect an update in December.

* Could you reveal some units from the announced factions? Any pictures would also be appreciated.

Indeed, they are now being presented on our Facebook page www.facebook.com/MightandMagic (http://www.facebook.com/MightandMagic). The last ones will be presented in the coming weeks.

* We know there will be 7 magic schools, the 6 elemental schools (including light and darkness) plus primordial. Anything you could share on them, like new twists or descriptions to an idea of what to expect?

Not yet. :> But it’ll come soon™

* While at that, how many will be accessible to each faction? Some will of course favour specifics schools but will the other ones be available and/or effective?

All schools will be accessible. Each faction will favor a specific Magic school among the others.

* There have been mentions of hero customization. We still get "tavern heroes" with their unique bios, skills and specialties, right?

Yes. Customization is in multiplayer, for your starting Hero. You can still choose other heroes and recruit them in town. In solo mode, the customization is limited.

* Will the creature lineups of H6 remain mostly race-based (like in H5) or will they be based around a common theme (like in H1-4)?

Heroes VI is more balanced about this. You’ll get a bit of both; some race-based creatures and some about the theme.

* Will any of the classic units not assigned to factions return as neutrals?

About neutral creatures, you’ll see new ones and old faces. For example, the phoenix you might have already seen on the dev T-shirts.

* What can we expect from the advanced classes? Will they work like in H4?

Not really, it is different from Heroes IV. We’ll soon go in more detail about this. What we can say so far is that each advanced class have 2 unique abilities, including one ultimate.

* How will hero movement be affected on the adventure map?

You’ll have skills and artifacts linked to movement. Creatures in your army won’t affect your movement. Terrain will also have an effect.

* How will spells be learned in Heroes VI? Are Mage Guilds returning? If not, will the skill tree be used instead?

Heroes VI will have a new skill system we’ll talk about soon™ (see question 3 for reference )

* What type of race-unique buildings can we expect in Heroes VI?

You’ll be able to build 2 out of a choice of 4. Buildings are linked to faction strategy.

Here are exclusive examples of unique buildings:

- For Haven: the Statue of Revelation which removes fog of war in a targeted area, once a week.

- For Necropolis: the Altar of Eternal Servitude, which gathers the remains of the player’s Necropolis Creatures that fell in combat, so they can be recruited again (for a price).


* What is the estimated planned map total (campaigns, single scenarios and multiplayer maps inclusive) for the initial release of Heroes VI?

We have 24 campaigns and 10 multiplayer maps. While there will be "only" 10 MP maps in the retail game, the goal is to have more maps available for download on the official website of the game right from day 1.

* If many of the mines and creature dwellings are being retired for Heroes VI, what will take their place? How will the adventure map be kept interesting and fresh?

You still have treasures, artifacts and places to visits. Also, re-centering the game on areas of control and strategy will make the adventure map appealing.

* Will mixed neutrals ala Tribes of the East be returning? Pretty please

Yes.

* Can you elaborate on the Reputation system which was mentioned? How does it work? How will it affect gameplay? What actions determine your reputation? What are the benefits of having one type of reputation or the other?

We’ll develop on this later on

* Are the beloved dialogue and text boxes from Heroes I-IV returning in Heroes VI? Will the campaigns contain a lot of juicy narrative as in H3 and H4, or just cutscenes like in H5?

In the campaign mode, you’ll have some cut scenes, dialogue boxes. You won’t have big texts like in H IV, but for curious players, there’ll be plenty of very detailed text to read in the bios of heroes, creatures, cities, etc.
Also map makers will be able to put all the boxes they want in their maps.

* According to the timeline, necromancy was only discovered in 461 YSD and the rise of the Necromancers took place almost 50 years after H6, in 610. How is it possible the Necromancers are such a strong force at this point in time?

At the time of Heroes VI, Necromancers are just a group of wizards, not a full Nation. They are part of the 7 cities. But their cult is 100 years old. Heroes VI is the turning point where Necromancers come to the foreground.

* Will it be possible to create custom dynamic battles in the map editor?

We’ll communicate on the map editor details later.

* The press release claimed "Might & Magic Heroes VI will include all the characters and features that have made this brand a worldwide success". Is it possible that any classic heroes from the Might and Magic franchise will return in some form for Heroes VI?

This is a request that has been strongly expressed by the VIP fans. As you know, 2011 will be the 25th anniversary of M&M, so surprises are to be expected.

* We are worried that the storyline will ultimately just rehash the Everyone VS Demons plot yet again. Will the Demons be the main antagonists of Heroes VI?

Yes, there is a Demon invasion in Heroes VI.
No, it is not the most important plot element in the storyline.
Even though most factions have the Demon invasion in mind, the political face of Ashan is evolving way beyond this threat.


THERE ARE ONLY 10 MAPS !!!!! LET ME REPHRASE THAT - ONLY 10 FREAKIN MAPS... SHOCKIN NEWS TO ME http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif

Halfwit
11-26-2010, 02:05 AM
What about a RMG then? Any news on that front?

Kartabon
11-26-2010, 02:38 AM
10 maps at the release, with a huge community to make that number goes 100x bigger http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif I'm not afraid of that, I didn't use to play more than 4-6 maps that came with the game, I like much more fan-made maps http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

dchalfont
11-26-2010, 05:54 AM
Originally posted by Kartabon:
10 maps at the release, with a huge community to make that number goes 100x bigger http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif I'm not afraid of that, I didn't use to play more than 4-6 maps that came with the game, I like much more fan-made maps http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

I agree, if it was a racing game and it only had 10 tracks...it would be a problem. But I usually play around 5 fav maps from the custom game and just today I found a new map to play which was good. "A slugfest for glory" Small map, 6 players, nice quick matches with a few building built at game start. I used to always play XL maps but it gets tiring playing for so long some times. I played 4 games in a row each game was around an hr long.

I suppose that's the plus with having more maps, when you get sick of the others there are new ones to try. But 10 is a good number for the vanilla game. I would expect at least 5 new ones in each expansion though.

20 total by exp 2 sounds pretty nice to me.

smithey33
11-26-2010, 05:26 PM
Originally posted by Halfwit:
What about a RMG then? Any news on that front?

Nope, RMG isnt supposed to be included in the game. maybe it will be introduced as an update patch or as part of one of the expensions.

Elodin
11-26-2010, 10:15 PM
Originally posted by Kartabon:
10 maps at the release, with a huge community to make that number goes 100x bigger http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif I'm not afraid of that, I didn't use to play more than 4-6 maps that came with the game, I like much more fan-made maps http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Yes, assuming the map editor is much more friendly than the HOMM 5 editor there will be lots of player made maps. However, those maps will take some time to produce and playtest, especially the larger ones that add a number of interesting features. I think 10 maps is too small a number for release. But they did say potentially more available for download on release day so hopefully there will more than the initial 10 upon release.

Kartabon
11-27-2010, 02:43 AM
Originally posted by Elodin:
Yes, assuming the map editor is much more friendly than the HOMM 5 editor there will be lots of player made maps.

Yes, I've read somewhere here in the forums that the map editor will be more friendly and less-complex than its predecessor http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

Dergos
11-28-2010, 08:52 AM
they will also try to launch the map editor before the game launches so there will be some fan made maps when the game comes out. i'm just hoping the ability to download a map will be integrated into the game. Like how you would download a dlc for mass effect or dragon age

mcgslo
11-29-2010, 12:46 AM
I want RANDOM MAP GENERATOR.

There is huge flaw in player made maps. Lots of them are not well made and have many bugs. Specially annoying is that you find game braking or huge advantage bugs after several hours and then you have to start other map... wich is not acceptable by my standards.. and i dont have the time...

I cant imagine to play hotseat without random map generator. After those few maps (10 maps for multiplayer that is 2maps for 2 players 2 maps for 4 players, 2 maps for 6 players, 2 maps for 8 players, etc.) yo will get bored. So more real deal is that we will get 4 maps that are worth playng or less.
And another thing is that with random map generator you have control over strenght of creature stacks (wich we set to high or highest) and end game condition (wich we set to conquer all). Specially annoying is that win conditions are like defeat creature or fint tear of asha and than after few hours computer wins hotseat game by finding tears of asha (wich is bullsh**).
You can also set many things like no watter (face it computer just dont compute with water in Heroes series). And you can set template for RMG. We always play template based on dragon pass map witch included each faction own territory and passes are well guarded. And you have lots of artifacts...

I really really really want random map generator. i will be extremly dissaponted if we dont get one with release or soon after game release.

sorry for my rage, i know that game will be centered around teritory control so i guess game will be played differently than other Heroes

smithey33
11-29-2010, 05:25 AM
Originally posted by mcgslo:
I want RANDOM MAP GENERATOR.

There is huge flaw in player made maps. Lots of them are not well made and have many bugs. Specially annoying is that you find game braking or huge advantage bugs after several hours and then you have to start other map... wich is not acceptable by my standards.. and i dont have the time...

I cant imagine to play hotseat without random map generator. After those few maps (10 maps for multiplayer that is 2maps for 2 players 2 maps for 4 players, 2 maps for 6 players, 2 maps for 8 players, etc.) yo will get bored. So more real deal is that we will get 4 maps that are worth playng or less.
And another thing is that with random map generator you have control over strenght of creature stacks (wich we set to high or highest) and end game condition (wich we set to conquer all). Specially annoying is that win conditions are like defeat creature or fint tear of asha and than after few hours computer wins hotseat game by finding tears of asha (wich is bullsh**).
You can also set many things like no watter (face it computer just dont compute with water in Heroes series). And you can set template for RMG. We always play template based on dragon pass map witch included each faction own territory and passes are well guarded. And you have lots of artifacts...

I really really really want random map generator. i will be extremly dissaponted if we dont get one with release or soon after game release.

sorry for my rage, i know that game will be centered around teritory control so i guess game will be played differently than other Heroes

NO RMG for u !!!! now go stand in the corner and think about your actions young man

SandroTheMaster
11-29-2010, 02:31 PM
Mixed wandering monsters from Heroes IV/Heroes V: TotE - http://forums.ubi.com/images/smilies/25.gif

No RMG - http://forums.ubi.com/images/smilies/disagree.gif (It isn't that hard to put some procedural coding in place... though it can be expensive to test it thoroughly)

Classic Heroes - http://forums.ubi.com/images/smilies/11.gif

Unique building limitation from Heroes IV but not done to dwellings - http://forums.ubi.com/groupee_common/emoticons/icon_cool.gif

Advanced classes back from Heroes IV and expanded upon - http://forums.ubi.com/images/smilies/clap.gif

Classical Might and Magic-esque spell schools (assuming Primordial is Body/Spirit/Mind put in one) - http://forums.ubi.com/images/smilies/metal.gif

Cutscenes over text - http://forums.ubi.com/images/smilies/blink.gif (it's a toss-up for either side, I've got no problem with cutscenes as long as they are competently done... which Heroes V's weren't)

Jester64
11-30-2010, 06:43 PM
10 multiplayer maps seems pretty low. Heroes V had more than a dozen. Sure, I prefered about 4 out of the bunch, but even then I wanted more.

More maps please!

Elodin
11-30-2010, 11:33 PM
Originally posted by Dergos:
they will also try to launch the map editor before the game launches so there will be some fan made maps when the game comes out.

Hmmmm. I'm not sure what kind of quality of map will be produced by someone who has not played the game yet. But an editor in advance of the game would be welcome. A quality good looking map takes quite some time to make, I think.

KingImp
12-01-2010, 06:55 AM
Originally posted by SandroTheMaster:
Mixed wandering monsters from Heroes IV/Heroes V: TotE - http://forums.ubi.com/images/smilies/25.gif

Since things always tend to get lost in translation, by wandering do they mean the neutral stacks move around on the map, ala Heroes 4 and King's Bounty: The Legend?

SandroTheMaster
12-01-2010, 05:59 PM
Originally posted by KingImp:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by SandroTheMaster:
Mixed wandering monsters from Heroes IV/Heroes V: TotE - http://forums.ubi.com/images/smilies/25.gif

Since things always tend to get lost in translation, by wandering do they mean the neutral stacks move around on the map, ala Heroes 4 and King's Bounty: The Legend? </div></BLOCKQUOTE>

Wandering monsters is the name given to the random neutrals.

Or at least it was in the localized-to-portuguese manual I got for Heroes II and III. Plus, there weren't wandering monsters in this sense in Tribes of the East so it wouldn't make sense in this context.

EBugle
12-01-2010, 06:13 PM
Originally posted by SandroTheMaster:
Mixed wandering monsters from Heroes IV/Heroes V: TotE - http://forums.ubi.com/images/smilies/25.gif

No RMG - http://forums.ubi.com/images/smilies/disagree.gif (It isn't that hard to put some procedural coding in place... though it can be expensive to test it thoroughly)

Classic Heroes - http://forums.ubi.com/images/smilies/11.gif

Unique building limitation from Heroes IV but not done to dwellings - http://forums.ubi.com/groupee_common/emoticons/icon_cool.gif

Advanced classes back from Heroes IV and expanded upon - http://forums.ubi.com/images/smilies/clap.gif

Classical Might and Magic-esque spell schools (assuming Primordial is Body/Spirit/Mind put in one) - http://forums.ubi.com/images/smilies/metal.gif

Cutscenes over text - http://forums.ubi.com/images/smilies/blink.gif (it's a toss-up for either side, I've got no problem with cutscenes as long as they are competently done... which Heroes V's weren't)

I think this sums up my feelings...

aside from the "sigh, phoenixes aren't an in-town creature yet again..." No dragons, no phoenixes, possibly no titans...

I suppose I should think positive. Maybe I'll fall in love with some of the new creatures?

Elodin
12-01-2010, 06:38 PM
* How will spells be learned in Heroes VI? Are Mage Guilds returning? If not, will the skill tree be used instead?

Heroes VI will have a new skill system we’ll talk about soon™ (see question 3 for reference )


I hope this is not going to be like the King's Bounty skill tree where you may be forced to put points into schools of magic that you don't want in order to get to be able to eventually put points into the school you want. The faq says each faction has access to all schools of magic but some schools are easier for the different factions.

I assume if it is sort of like King's Bounty skill tree that the skill tree for magic will be different for each faction so that different factions have the different spells schools situated at different points on the skill tree.

One wonders since mage guilds are not part of the game anymore will spell scrolls be sold in the castle to learn spells from, like in King's Bounty. If so, that is little different from having a mage guild other than you buy spells rather than pay for a building. Or maybe the player burns a skill point to pick a spell when he levels up or gets to choose from a couple of random spells when he levels.

More information on the spell system would be nice.

SwampLord450
12-02-2010, 09:21 PM
I get the feeling that they might have cut back on the sometimes very dense lists of prerequisites HV sported; hopefully spells have been streamlined.

I'm gonna miss Mage Guilds though; the towns seem to be getting emptier by the second. I'm sure they'll come up with good buildings to fill the towns back up though!

smithey33
12-02-2010, 09:35 PM
from what i've understood, spells will be learned like skills.... hero will have a full control over his/her development, whenever u level up u choose your desired path... might or magic... skills or spells, u create the exact hero u want