When a hero gets two or more skills in a group, he's considered to have specialized in that group of skills. The first two groups of skills a hero specializes in determine his class. After that, it's the strongest two sets of skills that determine his class. It IS possible to change classes later on.
- Celestial Heavens Heroes V Skill Wheel
It’s rare for a game developer to be so open about what went wrong. It’s rarer still for a game developer to be so open about a conflict between them and their community. Limbic, the developers responsible for Might and Magic, are doing both. Because they’ve got a problem.
The core of the Heroes of Might & Magic games haven’t changed much in the past 20 years. Since the beginning you’ve commanded your heroes and their attached war bands around the campaign map, battling monster encampments, capturing towns, and collecting conveniently abandoned resources. Each iteration brought better graphics and new armies but the core mechanics remained the same.
There’s a reason why the games haven’t changed much. It’s because the fans don’t want change. They actively campaign against change. That puts Limbic, the team responsible for pushing the series forward, in an awkward position.
Gta v hacks for xbox one download. One of the people responsible for building this new Might & Magic is brand director Erwan Le Breton. He’s a veteran: having worked as a producer on the last four Might & Magic games. HIs work on Heroes VI began with a team brainstorm: what would the perfect Might and Magic game include? Their conclusions: more levels of strategy, an RPG reputation system like the one in Bioware’s games, they wanted to have some of the persistent elements they were seeing in MMOs, like an always connected community of adventurers.
Players hated it.
“The community was saying Heroes 6 was the worst game in the series ever,” Le Breton tells me. “All the changes that I mentioned […] they said it wasn’t heroes.” They complained that time and money had been spent on new features instead of refining other parts of the game.
“Heroes VI in this perspective was very innovative but it was hard to implement everything in the game and in the end all of us are disappointed with the final product compared to our original vision,” Le Breton says. “It was a question of time, money, and ambition. It was not the Heroes of our dreams.”
By the time the game released, Limbic felt they were “doing the game against a certain chunk of the community instead of doing it for them.”
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So, when it came to Heroes VII “in the heart of the core team was how can we make a game for the fans?” Le Breton admits. “We want to do a good game but don’t have a vision for how Heroes should be.” A lot of the core team who worked on Heroes VI had left to form a new studio.
This relationship with the fans has left a lot of Limbic’s team with “mixed feelings,” Le Breton admits. “For some people in the team, including me sometimes, it’s frustrating to always go with the conservative portion of our audience.”
Limbic asked the fans to vote for two of Heroes VII’s playable faction. The voting took place over two rounds, each time the fans were offered a toss up between two competing factions. The first was a vote between the wood elf Sylvan and the dwarven Fortress factions. “We made bets in the office and everyone was saying dwarves would have a hard time against the elves.”
The elven faction’s been in Heroes since very early in the series, whereas the dwarves were only added in Heroes V. “The community complained that [Fortress is] boring,” Le Breton said. Limbic said that any dwarves in Heroes VII would be redesigned to be a more exciting group “but the community would have to trust us on that. So Sylvan was a no-brainer.”
The second choice, between dark elves and demons, went the same way. The community wanted even more elves.
Even when the team proposed shaking up the components of these factions the community voted against it. “We tried to bring freshness by proposing three different line ups – one very conservative, one very innovative, and one kind of mixed.,” Le Breton explained. “Not surprisingly, the conservative line up won – you propose to the fans what they want and what they want is what they’ve played before with more beautiful visuals.”
And, from what I played of Heroes VII, that’s what Limbic have made: it’s the same Heroes formula with more beautiful visuals.
Across the desert landscapes of the two levels I played I took turns with the AI to move my warbands between enemy encampments, discarded bundles of resources, and poorly guarded towns. Much as players have done in the previous games.
Limbic are attempting to inject the mission structure with a bit of new life, at least. I didn’t have a town of my own in the first level so I couldn’t hire troops or respawn my hero if I got caught short in combat. Instead I had to avoid combat and visit three factions across the map which needed to be freed from their cages, trapped there by a group of mage slavers.
Freeing the centaurs triggered one of Heroes VII’s gorgeous scripted events. The wizards had put the centaurs to work in a pit mine beneath a huge dam. Breaking the dam sees the water pour through the cracks in a torrent, filling the pit mine below and drowning the AI’s troops.
It’s a great looking set piece and Le Breton says you’ll find moments like it across Heroes VII’s 25 map campaign.
Once you’re done with the campaign, as in earlier games, you’ll be able to continue playing in Heroes’ skirmish mode. And, while Le Breton couldn’t confirm it, he said “The community expect a random map generator and we want to have it but it’s a question of priority.” He said it seems to be possible and “it’s highly possible it will come after release.” So Heroes VII is likely to have a long half-life for dedicated fans.
Still. Like the other Heroes games, it has an odd static quality – monster encampments are stationsary, waiting for you to attack them, resource bundles are simply left out for you to be picked up, the enemy AI sits near its town, again, waiting for you. Heroes VII may please long time fans but it’s not turned me into one.
Le Breton understands conservative fans: “Being a player myself, for some IPs I like very much I like it the way it is, I don’t want it to change to much,” he says. “It’s rewarding to meet those guys at fan days or at public events, like Gamescom or PAX East, and see the spark in their eyes when they mention the game.”
But, as Le Breton points out, “The team that was working with me [on Heroes VI] went on to form Amplitude and redefined 4x games with Endless Space and Endless Legends. This was the kind of thing we did. We took established genres and pushed them to the 21st century. That was our mandate, our common vision.
“With the new team it’s like ‘Let’s please the fans and not because we’re marketing guys but because it’s what we like to do’.
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Heroes of Might and Magic seriesInvite to friendsInvite to friendsAccept invitationAccept invitationPending invitation..User since {{ user.formattedDateUserJoined }} Friends since {{ user.formattedDateUserFriended }} Unblock chat User blocked This user's wishlist is not public.You can't chat with this user due to their or your privacy settings.You can't chat with this user because you have blocked him.You can't invite this user because you have blocked him.From Romania
Hello everyone,
I thought I'd throw this in here, since I found it enormously helpful in my playthroughs and especially custom games/hotseats. It's a little piece of software that shows you all the possible combinations of skills your heroes can get, sorted by castle and even includes particular heroes starting skills.
http://www.celestialheavens.com/viewpage.php?id=520
You can also scroll down the page to download an executable if you don't want to run it off the website.
Attachments:
Celestial Heavens Heroes V Skill Wheel
skill_wheel.jpg (166 Kb)
iuliand
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Very good and well done tool. It is so useful that GOG should include this in the extras. I don't think the author (Aurelain) will have something to object. :)
DarrkPhoenix
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It should be pointed out that GOG actually includes this tool in the default installation. In the start menu folder that's created for HoMM5 it's located under Documents->Fan Documents.
djlethal
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I believe you're right indeed. My bad for not finding it there first.
DarrkPhoenix
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Something else I should add is that the skills available and the skill requirements changed between the original HoMM5 and the two expansions. The included skill wheel is only accurate for Tribes of the East. A skill wheel for the original game can be found , while a skill wheel for Hammers of Fate can be found [url=http://www.aurelain.ro/works/aurelain_skillwheel/skillwheel.swf]here. The skills and skill requirements for the original and Hammers of Fate are nearly identical, but there were some significant changes made in Tribes of the East.
deoren
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DarrkPhoenix: Something else I should add is that the skills available and the skill requirements changed between the original HoMM5 and the two expansions. The included skill wheel is only accurate for Tribes of the East. A skill wheel for the original game can be found , while a skill wheel for Hammers of Fate can be found [url=http://www.aurelain.ro/works/aurelain_skillwheel/skillwheel.swf]here. The skills and skill requirements for the original and Hammers of Fate are nearly identical, but there were some significant changes made in Tribes of the East.
Good to know. Have you already reported that to Support? I'd like to think they would want to fix that and provide updated installers (at some point).
DrIstvaan
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There's also a mod that implements the Skill Wheel in the game. It's called Doc Skills, and it had versions for HoMM5/HoF and ToTE as well.
I'd really like to place a link to it, but I've only found the files on sites with names which make me wonder if they're reliable, and while I myself have a copy of them (from some time ago), I don't have a personal web storage anymore where I could upload them.
Anyway, if you can find them at some reliable source, be sure to grab them - they are extremely useful.
EDIT
For Hammers of Fate, I've found a trustworthy source, here's the link. It's the first download (SkillWheel in game).
Now to find the ToTE version..
EDIT2
I've found an other but identical mod, you can grab it from here (Xazardous_Skillwheel_3.0.2.zip).
Post edited April 21, 2012 by DrIstvaan
RoseLegion
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DarrkPhoenix: Something else I should add is that the skills available and the skill requirements changed between the original HoMM5 and the two expansions. The included skill wheel is only accurate for Tribes of the East. A skill wheel for the original game can be found , while a skill wheel for Hammers of Fate can be found [url=http://www.aurelain.ro/works/aurelain_skillwheel/skillwheel.swf]here. The skills and skill requirements for the original and Hammers of Fate are nearly identical, but there were some significant changes made in Tribes of the East.
Here are the links for Version 1.1 & Version 2.1 as '.exe' files in case anyone wishes to download them or GoG wishes to include them :)
I personally prefer to run the executable versus the browser based version (tho both work and contain the same information).
Skillwheel 1.1 executable version:
http://www.celestialheavens.com/homm5/skillwheel.zip
Skillwheel 2.1 executable version:
http://www.celestialheavens.com/homm5/skillwheel/en/en=2.1.zip
Skillwheel 2.03 executable version:
http://www.celestialheavens.com/homm5/skillwheel/en/en=2.03.zip
The following text was included with the post where I found these links
[i]NOTE: Not 100% sure on all of this, but I think Skillwheel 2.1 applies to H5 original game v1.5+ & HoF v2.1, Skillwheel 2.03
applies to H5 original game v1.4-1.41 & HoF v2.0 (before the changes to necromancy), and Skillwheel 1.1 is for very old
versions of H5 original game (probably v1.1)
Edited on Thu, Sep 04 2008, 18:25 by Shad0WeN[/i]
Link to that thread on Celestial Havens: http://www.celestialheavens.com/viewpage.php?id=520
Post edited April 29, 2012 by RoseLegion
calvinms
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OMG it looks very complex (compared to homm 3 and 4). is there any guide for complete newbie? seriously, this is one factor that alienate me from continue playing Homm V. :(
RoseLegion
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calvinms: OMG it looks very complex (compared to homm 3 and 4). is there any guide for complete newbie? seriously, this is one factor that alienate me from continue playing Homm V. :(
With the skillwheel it becomes pretty straight forward (when you begin playing the single player campaign). There is a little bit of a learning curve but since the skillwheel GOG included explains the effects of each skill in tooltips (upon mouse hover) it's not that bad :)
Also there is a great deal of community support online from general hero build tips to complete walkthroughs for each campaign level (often with maps and screenshots to make things as clear as day.
Here's a quick link to just one of the many guide pages :) I hope you find it helpful.
http://www.celestialheavens.com/viewpage.php?id=119
calvinms
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thanks, let me check it out. when I played homm 3 or 4, the skill system is pretty straightforward, hom V is bit.. confusing. I dont know (yet) which skills are the best for me and how I should build my character.
in most of my gameplay I usually picked archery skill, mastering four elements, wisdom. I want to make similar build in homm V, but well.. I'm not sure which skills corresponds to the homm 3 and 4 skills
RoseLegion
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calvinms: thanks, let me check it out. when I played homm 3 or 4, the skill system is pretty straightforward, hom V is bit.. confusing. I dont know (yet) which skills are the best for me and how I should build my character.
in most of my gameplay I usually picked archery skill, mastering four elements, wisdom. I want to make similar build in homm V, but well.. I'm not sure which skills corresponds to the homm 3 and 4 skills
My homm 3/4 is a bit rusty (it's been a few years since I last played through them ;) ) but I believe you'd want to play Ranger (the Sylvan town hero) using Attack (archery specialization is in there), Enlightenment, and Summoning (Master of Conjuration --> Fire Warriors). I believe that will get you pretty close to the same experience as the homm 3/4 build you're describing.
For better details you can check this out as well
http://www.heroesofmightandmagic.com/heroes5/game_manuals.shtml
It's a community supported (and officially approved) manual for homm 5 which provides insight into many of the mechanics as well as various suggested hero builds you could draw from as a starting place. I found it to be a useful resource, I hope it helps you as well :)
klaymen
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RoseLegion: With the skillwheel it becomes pretty straight forward (when you begin playing the single player campaign). There is a little bit of a learning curve but since the skillwheel GOG included explains the effects of each skill in tooltips (upon mouse hover) it's not that bad :)
Also there is a great deal of community support online from general hero build tips to complete walkthroughs for each campaign level (often with maps and screenshots to make things as clear as day.
While the skillwheel makes it obvious, if the RNG decides to screw you up (huts which teach you a random skill, level up skill offer), you may not be able to get the build you want.
RoseLegion
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RoseLegion: With the skillwheel it becomes pretty straight forward (when you begin playing the single player campaign). There is a little bit of a learning curve but since the skillwheel GOG included explains the effects of each skill in tooltips (upon mouse hover) it's not that bad :)
Also there is a great deal of community support online from general hero build tips to complete walkthroughs for each campaign level (often with maps and screenshots to make things as clear as day.
klaymen: While the skillwheel makes it obvious, if the RNG decides to screw you up (huts which teach you a random skill, level up skill offer), you may not be able to get the build you want. That's a good point and certainly worth noting. :)
DarrkPhoenix
DarrkPhoenix Sorry, data for given user is currently unavailable. Please, try again later. View profileView wishlistStart conversationInvite to friendsInvite to friendsAccept invitationAccept invitationPending invitation..User since {{ user.formattedDateUserJoined }} Friends since {{ user.formattedDateUserFriended }} Unblock chat User blocked This user's wishlist is not public.You can't chat with this user due to their or your privacy settings.You can't chat with this user because you have blocked him.You can't invite this user because you have blocked him.From United States
klaymen: While the skillwheel makes it obvious, if the RNG decides to screw you up (huts which teach you a random skill, level up skill offer), you may not be able to get the build you want.
However, if you're playing Tribes of the East there is a map structure that allows you to selectively unlearn skills, and will then given a choice of new skills to learn. So you can just keep unlearning/relearning until the RNG gives you what you want. For the original HoMM5 and HoF though, yeah, you're out of luck if you're forced to choose between skills you don't want.
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