Might and Magic: Heroes VI
Demo is here!So what is Heroes VI?
Heroes VI is a prequel to Heroes of Might and Magic V and if you don't know this series you should really give it a shot.
FACTIONS (Descriptions from ubi.com's site in italics)
Everyone knows the biggest part of any Heroes game is its factions, so lets see what Heroes VI has in store for us:
HAVENHaven troops are composed of both human champions, like knights and priests, and mythical creatures like griffins and angels. They make excellent defensive fighters, and are legendary for getting their enemies to fight on the ground of their choosing. They often win in the long run by resisting their opponents’ assaults and preserving the freshness of their troops.
Haven is your typical religious order group that stands opposed to the forces of the demons of the infernals. Some people consider them stock or boring, but they do have some aces up their sleeves. Tend to favour defensive, healing and light magic.
INFERNOThe entire nation of Demons is an army. Each one lives only to raven and destroy, and is quite capable of wreaking tremendous havoc on his own. Forged together into a disciplined army, they would be nearly unstoppable. Fortunately for their enemies, instilling that discipline is harder than it looks, and the lesser demons often need to be driven along by massive.
Demons, demons and demons. These are the typical badguys, locked underground and angry at everyone else. They tend to value personal freedom, but also at the same time they really don't care if their freedom infringes upon your freedoms. They live the "strong survives and weak perishes" type mantra.
NECROPOLISNecropolis troops are mainly composed of “puppet” undead units like skeletons and ghouls, controlled by necromancers, but also of more powerful entities like vampires and liches. They are slow but literally unstoppable, for killing what is already dead is not an easy matter and will often take time. Time that Necropolis will conscientiously exploit to slowly erode the body and dominate the spirit of their enemy.
A very interesting faction, as necropolis uses undead units, but favours balance and order, following the death aspect of the dragon god of order. They also fight against the demons, but are very protective of their lands and will attack other nations if provoked. Some also seek to control the living, but most of them desire to live in peace and study necromancy.
STRONGHOLDOrcs were created as shock troops to fight Demons, and their tactics reflect this. Lightly armored and heavily armed, they rush straight at the enemy, counting on their numbers, speed, ferocity and toughness to break the lines of the opposing army without suffering too many casualties. Due to their origins, Orcs are naturally resistant to magic and especially to magic wielded by Demons (fire, possession, illusions…).
Orcs orcs orcs! Orcs were created to fight demons, and as such are good at it. Enslaved by wizards and sometimes other humans they are also distrustful of most other races. However their instinctual hatred of demons is overriding and they will often drop whatever they are doing to go fight them. They are tribal and magic resistant.
SANCTUARYSanctuary generals are like Chess Masters, or disciples of Sun Tzu’s Art of War. They focus their efforts on a main attacking stack (referred to as the “Champion” hereafter), who potentially becomes the best “1 to 1 / duel” warrior of the game. Generally, this Champion will aim at the strongest enemy stack first, to fuel its racial ability.
Alternatively, other targets can be favored, depending on the enemy army’s mobility. The one thing to remember is that the safety and efficiency of the Champion stack must be assured at all times since the global strategy relies on it.
Sanctuary is like naga and serpent people combined with asian culture. They are brand new to the heroes series as of this game and will be very interesting to see how they play, as they are the newcomers. Appear to focus on targetting strong units first, as well as protecting your own strong units.
So this game comes out in September and I am quite looking forward to trying it. Beta contains 3 single player scenarios as well as "Hot-seat" Multiplayer only. Full multiplayer will be in the full release, but they may add it towards the end in order to stress test it.
SYSTEM REQUIREMENTS
Heroes of Might and Magic 6 Minimum System Rquirements
*OS: Windows XP/ Windows Vista/ Windows 7
*Processor: Intel Pentium Core 2 Duo E4400 @ 2.0 Ghz / AMD Athlon X2 5000+ @ 2.6 Ghz
*Memory Ram: 1 GB @ Windows XP / 1.5GB @ Vista / 7
*Hard Disk Space: 8 GB
*Video: 512 MB
*Sound Card: DirectX Compatible
*DirectX: 9.0c
*Keyboard / Mouse
Heroes of Might and Magic 6 Recommended System Rquirements
*OS: Windows XP/ Windows Vista/ Windows 7
*Processor: Intel Pentium Core 2 @ Duo E6400 @ 2.13 Ghz / AMD Athlon II X2 240 @ 2.8 Ghz
*Memory Ram: 2 GB
*Hard Disk Space: 8 GB
*Video: 1 GB
*Sound Card: DirectX Compatible
*DirectX: 9.0c
*Keyboard / Mouse
Posts
Pretty pleased Ubisoft decided to make a sequel, I wasn't sure they were going to.
Hopefully there will be an open beta or demo later. I'm leaning away from this, which I find surprising given that I've bought every HOMM game and expansion since 3.
IOS Game Center ID: Isotope-X
I'm really tempted to buy this because I love HoMM. But I hated the last one. But this one looks kind of like King's Bounty, which was awesome.
I wish that someone that's going to buy it no matter what would take one for the team and let us know if it's any good. Is the beta basically full access, except with bugs?
I loved HoMM V though so you may not agree with my opinions.
So long as you loved HoMM 2 and 3 as well, we're cool.
Well yeah, I loved most of them (excepting 4).
guess i'll play the naga people then :?
I really liked the last Might and Magic. It was really long and a good value, even if slightly repetitive. I liked how the heroes abilities interacted with the armies, though some were definately more powerful than others.
The expansion campaigns could be really challenging, the original campagin was pretty much just build up a huge army and smash it against the CPUs. If you win that one fight, then senario won, else senario lost.
I love the HoMM series, but 5 was kinda 'eh, alright' to me. Four was slightly worse, but three is where I think they perfected the formula. Maybe I should reinstall 5 and give it a go again. Not sure I'd want to spend $50 for this game yet, though.
No Dungeon also means no Tower, which means no Titans and death by destructive ranged units. Sadface.
Steam: TheArcadeBear
Warframe/Steam: NFyt
Also, for the record, Heroes of Might and Magic 4 might have had its flaws in terms of game play, but it is still one of my most favorite games when it comes to telling a compelling story as a campaign (Price of Peace and Elwin and Shaera are the best. Honorable mention also goes to Glory of Past Days and The True Blade).
Any comments on how battles are like, generally? One of the flaws of HOMM I find is that it's usually a war where the biggest army wins, and there's no real battlefield control (e.g. making use of choke points etc).
FFXIV: Tchel Fay
Nintendo ID: Tortalius
Steam: Tortalius
Stream: twitch.tv/tortalius
Which happens on occasion since it makes you watch the damn thing after installing.
One thing I always hated about the third, that they (thankfully?) fixed in the 4th and so on was some of the balancing.
For instance, in the first, second or third, if you get an army of ghosts to join you, you become unstoppable at that point, since 2/3 of whatever they kill become more ghosts. Fairies, Goblins and other low-level creatures are just things to boost your ghost numbers. Totally unfair.
In the 5th, they don't quite work that way - you resurrect some % AFTER battle, not in the middle of it.
That's just for starters.
The 4th and 5th ones also weren't as bad as "first one to get a black dragon wins" kind of OP bullshit.
Bone dragons I remember being total cocks.
Anyway. I hope that this 6th installment is decently balanced, with the two new factions and what looks like a couple of redoings of old ones.
Right but style is important good sir Gerbil. Tower in HoMM 3 and HoMM 5 played pretty differently but damnit at least I had my sweet wizard town and titans again.
This is absolutely untrue. By "ghosts" in HoMM 3 I assume you mean wights/wraiths? Because no, they can't resurrect units, and certainly not above their current maximum. Their only special ability related to that was healing to full at the end of the turn, IE your top stack wraith with 5/10 health will have 10/10 health at the end of the turn. Vampires could actually resurrect units, but again not past the size of the stack at the beginning of combat.
Now I do remember playing a HoMM game on the PS2 back in the day (I was desperate!) where wights did in fact do this, and it was the stupidest thing ever. Could be the case in 1 and 2, but certainly not 3.
Currently playing: GW2 and TSW
Here are some big things off the top of my head:
1. Custom hero creation. Just some name, portrait, faction, gender, might/magic and typical heroes 3/5 special ability.
2. Heroes divided into might and magic heroes. Affects quite a few things, including some artifacts are exclusive to one or the other.
3. Alignment kind of system for heroes. Tears/Blood. Takes forever to level up your hero enough in one or the other to make a difference beyond a minor passive you start with based on faction and might/magic.
4. Spells/abilities/passives selected from trees, no mage towers (kind of lame, but better than the ridiculous skill wheel stuff you ended up with and seems kind of balanced)
5. Dynasty metagame thing I haven't messed with too much, but seems involved in what bonus you can choose to start the game with (you start being able to choose gold, ore/wood, or a minor luck art: whole thing can be disabled via an option for more fairness probably)
6. Each faction has an ability that charges up throughout a fight, and a heroes 5 like hero attack that has an extra effect based on the faction. The attack uses your spell casting turn, the ability doesn't.
7. Two sets of misc bonus effect buildings that are either or per faction. So building a or b, and then building c or d.
8. Less emphasis on teir 1-7, and more on teir catagory. 1-3 are a lot closer to each other in power and called "Core". 4-6 are close again and called "Elite". (if you played the puzzle game you can guess im going to end with) T7 is the "Champion".
9. Control areas: areas around castles/forts sort of like a zone of influence. Enemies cannot take mines/dwellings (btw the new dwellings are kind of nice, affect a teir grouping and are added to castle growth; simpler but better imo). There are abilities to plunder and sabotage enemy mines you can use though. Whose area of control you are in can also affect some spells/abilites (the either or bonus buildings especially like to use this).
10. I think all forms of healing can ressurect units. This is nice.
11. Unlimited ammo for everyone.
12. Cover system. Press A to get behind walls etc to dodge fire. But no really there are rocks you can hide behind sometime to take less damage and obviously random spells and abilities that deal with them.
On a funny (to me) note - no one here has mentioned what is the raging controversy over at the Ubi boards - the new town "window" versus town screen. I do love the animated town screens and will miss them, but the rage seems out of proportion.
http://steamcommunity.com/profiles/76561198006524737
This ... this is a thing I can get behind.
http://steamcommunity.com/profiles/76561198006524737
That said, that wasn't even an issue that occured to me. There are lots of "windows" in the game, including the hero screens. They're p much screens anyway, its not like theyre actual movable, resizable windows. They take up most of the screen.
Hero creation was and is actually pretty fun. The different models are kinda cool (they vary based on blood/tears setting, gender, faction, and might/magic), although obviously the huge amount of special talents is the big draw. I am curious to see how much dynasty stuff will work with them.
There is the little 3d animation but I don't think it updates aside from fortification upgrades. Maybe that will change later though I guess.
Its a very pretty game, and the animations are quite smooth. Also the with the tiers thing more or less replaced by core/elite/champion there are certain abilities that affect each group differently too.
Its been a lot of fun so far, will try it some more later today.
That is excellent news. It's getting harder and harder to not pre-order this. I know that the beta is limited to three maps, but is it limited in any other way? Primarily, are available factions or tech level limited?
The beta is limited to three campaign maps, of which i've played the first and was certainly fun. The multiplayer map is where it is at right now. No online play, just up to three players hotseat though. No tech limitations.
Sounds like fun. I might just have to pick this up. Thanks for answering all my questions.
Bought Day 1.
While I didn't mind so much taking over a town that belonged to a different faction, it was usually after I sieged the place and lost a good chunk of units, and then noticed there were a bunch of leftover units in the town that the AI couldn't afford. I wanted them, but didn't want to take the morale hit. :P
Steam: TheArcadeBear
Sure, but you should be hiring another hero to lead that army of demons or whatever. Even if you lead it nowhere, at least you have it guarding the city to protect that extra income. There's no morale hit if they're in separate armies.