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Heroes of Might & Magic 7

Renegen

Arcane
Joined
Jun 5, 2011
Messages
4,062
It's a bit more than that, for example creature spawns might have to be changed. In King's Bounty, a dragon is a lvl 5 unit and spells are completely ineffective on them, meaning they can never be your main meat shields & damage dealers. Frequently you enter a new area and can purchase all units at once, Peasants and Horsemen. HOMM is a strategy game first, and it makes sense to unlock more powerful tools as you develop your economy, but it also makes the combat much better if the OP shit you invested in isn't actually OP. A big problem for strategy games. A lot of systems could change to make HOMM a better experience.
 
Joined
Oct 13, 2012
Messages
1,205
Project: Eternity


They are still insisting on that shitty art style... Let's see if they'll make a better game than 6th. Which is not a hard achivement.

Edit: I have some faith in Limbic after MMXL but none in Ubisoft.

Super generic down to music by two steps from hell.
 

Zboj Lamignat

Arcane
Joined
Feb 15, 2012
Messages
5,552
Added a claim that the nuKB games improve on HoMM3 to my "weirdass things I saw on the internet" log.
 

mhm32167

Educated
Joined
Apr 10, 2013
Messages
29
Article in German: http://www.gamestar.de/spiele/might-magic-heroes-7/artikel/might_magic_heroes_7,51546,3058798.html

From JSE at celestial heavens: (http://www.celestialheavens.com/viewpage.php?id=1407932748)
The German PC games magazine GameStar has an article with some additional information direct from Limbic:

1.) The second faction vote (after Fortress and Sylvan) will be between Dungeon and Inferno.

2.) The limitation of faction types is due to budget restraints -- i.e. Ubisoft hasn't given Limbic more money to implement more factions. This is no speculation -- it's the way Stephan Winter, the head of Limbic, himself tells it to GameStar.

3.) Each faction will have 8 unique creatures while there will be two top-tier creatures as alternatives.

4.) Town screens will back as we know them from the good old days.

5.) The game will feature 6 resources plus gold again -- instead of the 3 resources plus gold in Heroes 6. This also means a return of the marketplace. It's interesting to note that there will be 3 new resources replacing gems, mercury, and sulfur.

6.) It will not be possible to convert towns to other town types anymore.

7.) Caravans will be reintroduced as a means of transporting creatures between towns over the course of days. The immediate transportation and global recruitment of Heroes 6 will not exist in Heroes 7.

From Wizard of soz:
There will be 7 campaigns, 1 for each faction and a final campaign/epilogue, like in heroes 6. 4-6 maps per campaign.
Ballista, First Aid Tents etc are back.
There is a map editor.
Less linear gameplay (no high levels monsters to force block paths and force you down a certain route).
Wants to capture a Heroes 3 feel
Towns screens are 2D again but game is 3D.
 
Last edited:
Unwanted
Douchebag! Shitposter
Joined
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Messages
3,059
MMH7 Q&A Announcement

I am happy to present you a Q&A with Gary Paulini(Game Producer) and Stephan WInter(Limbic Entertainment CEO), enjoy
icon14.gif


How long have you been working on Might & Magic Heroes VII?

[Gary] The discussions about the project started in late 2012. Around March 2013 we began Might & Magic Heroes VII pre-production with Limbic Entertainment. We are now roughly 15 months into production.

What was your main motivation for developing Heroes VII?

[Gary] Might & Magic Heroes VI was a good game, but not without its flaws.
To create the Heroes game that the fans want we decided to start anew, with an experienced studio (Limbic Entertainment) and a tried-and-tested technology (the Unreal Engine 3).
Our main ambition with this game is to deliver the best Heroes experience ever and to do so we felt that first and foremost we needed to go back to the very essence of Heroes.
Now that we have a solid game architecture combined with the depth of the Might & Magic universe, we know we can tell players captivating stories and deliver to our fans the Heroes game they all deserve.


Can you tell me more about the studio in charge of the development of Heroes VII?

[Gary] Limbic Entertainment is the development studio currently working on Heroes VII. They are based in Germany, close to Frankfurt. They have been working with Ubisoft Partners for many years and in that time we've managed to establish a great collaboration with their talented team of multicultural developers. The team is very experienced, it has a good understanding of the Might & Magic IP, and it is really passionate about strategy gaming and Heroes titles.
Limbic worked first on Heroes VI post launch and then went back to the roots of the franchise with Might & Magic X - Legacy which was released in January 2014. During the development of this classic Might & Magic game, a second team of Limbic developers was formed to start working on Heroes VII.

What are the main features you have updated in the formula?

[Stephan] Basically, our goal is to take the best out of the previous Heroes titles and build Heroes VII from there. Of course we¢re also bringing in new features or new ideas without compromising the spirit of Heroes, such as more interactions on the Adventure Map allowing more strategies. For now we won't delve too much into the details but we have brought in hundreds of small improvements which will help to perfect the formula. All in all we believe that we have the perfect mix of proven features, adjusted ones and new ones.
Another important development change is that we are developing Heroes VII with the Unreal Engine 3. This enables us to focus on game architecture, features, gameplay and narrative instead of worrying about the underlying technology.
In addition, one of the main parts of our vision for this new Heroes title is to empower our players wherever we can. To do so we have designed powerful yet accessible tools to put at their disposal. Our fans have repeatedly requested these features, and we consider these tools as being part of meeting their expectations.
Finally to bring this concept even further, we have designed a unique community platform-spoiler ahead!-allowing our fans to create avatars, access info, influence the game, create and share content, and get rewards.

What did you learn from the previous Heroes' installments Ubisoft developed?

[Stephan] From a developer perspective, Limbic Entertainment learnt that Heroes games are challenging productions. The nature of these games is that they are made of multiple layers of gameplay which have to fit each other. In a Heroes game you have to make sure at every single stage of the production process that the adventure map and the combat map, along with the economic and the RPG dimensions constitute a coherent structure. Such challenges make working on such a game very exciting!

[Gary] We also learnt (the hard way, let's face it) that we should invest more time in tools for our players to create content, but also for our development teams to maintain an effective level of support once the game is released. With Heroes VII we have anticipated those needs and we are ready to offer both to players and developers the means to make their wildest ideas a reality in the game.

What Heroes VII story is all about? What is your main inspiration?

[Stephan] The story of Heroes VII depicts the civil war that changed the ruling dynasty of the Holy Empire. The Empress' murder has left an empty throne, a realm in flames and too many hungry rivals intent on claiming it. Our main character Ivan, the Duke of Griffin, is the only one who may restore peace and prosperity. On his way to claiming the throne, Ivan will learn what it means to become a true leader - including all the tough choices and consequences it implies - with the help of The Council.
The Council consists of six councilors who have their own agendas, have their own backgrounds, and have their own goals. Each councilor represents one of the playable factions and with each campaign Ivan will learn about these factions, their uniqueness, and eventually how they can impact his own quest to the throne.
We obviously do not want to spoil the Heroes VII story, but you will know more soon!

You mentioned councilors. What is their role and how do they shape the game experience?

[Stephan] Each councilor represents one of the six unique factions. During the Heroes VII campaign each of them will tell Ivan ancestral stories that shaped the fate of their people. Each councilor's story results in an important lesson Ivan will learn that will help him fight his way to the throne and face his destiny.
The interesting thing with the councilors is that the game campaign is structured around a Hub allowing the player to play the 6 different campaigns in the order of his choosing.


With the game announcement at GamesCom, we heard about The Shadow Council. What is The Shadow council all about? And to which extent does it differ from the classic council?

[Stephan] The Shadow Council concept is probably the biggest community empowerment we have ever done. Starting today we would like to invite fans, players and people new to the Heroes franchise to join us and live a unique experience which will influence the game's development.
There are decisions to be made that will forge the final game experience forever, and we put some of these choices into your hands. As an example we picked four factions we want to have in the game but we offer you the power to vote for the two remaining factions. It's a huge decision that deeply impacts the game development, affecting everything from the story line to the environments to the available creatures and their abilities.
Beyond this Voting feature, The Shadow Council is a unique platform where you will be given the opportunity to get the latest info on the game, interact with the community and the dev team, play and progress to level up and unlock exclusive rewards. More info on The Shadow Council will be available soon!
So please don't miss the opportunity to join The Shadow Council and actively participate in the game's development--ultimately helping you to play the Heroes game of your dreams!
To join The Shadow Council you simply have to visit mmh7.com website and log-in with your Uplay account.


Why did you opt for a co-creation development process?

[Stephan] We are not developing in an ivory tower. We have many team members who are either active community members themselves or have been board lurkers for many years now.
In 2012 when we worked on the patches for Heroes VI we followed all the discussions from the Heroes community including those related to the faction choices, the random map generator, simultaneous turn gameplay, the skill wheel, the map editor and many other topics.
All these discussions already had a huge influence on Heroes VII pre-production, but we wanted to bring the concept to the next level. In the end we came with this idea of The Shadow Council, a platform dedicated to the players by gathering feedback from the whole Heroes community. In this way we get continual inspiration, helping to nurture the production.


What are the advantages and drawbacks of such a development process?

[Stephan] The main advantage of such a process is that we are constantly challenged by fans. We always need to question ourselves about decisions, design choices that have been made, iterating and reinventing the way we conceived games. On our side it also pushed us to be as transparent as possible about on-going decisions and stuff we are working on.
The main drawback is that we have to constantly anticipate what's going on. Depending on the feedback we receive we have to adapt our development schedule. As a consequence we need to be as flexible as possible to limit the impact on both project timing and budget.
Another frustrating aspect of this process is that given the huge amount of opinions we have to deal with, we can¢t simply answer every request. That¢s why we consider the voting feature as the most democratic tool to take into account players¢ opinion.


Will Heroes VII propose an online multiplayer experience?

[Stephan] Of course! Skirmish and Duel modes are already in!
Ah and by the way, Hot Seat mode is still there! More stuff about multiplayers mode will be revealed soon.

- Gary Paulini & Stephan Winter

They use Unreal Engine 3. Nice that they didn't stick to the clusterfuck that was the previous one. Usually easy to mod as well, cheap and tends to look nice.
 

Grunker

RPG Codex Ghost
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IIRC Limbic didn't make 6, that was another studio that Ubi drove to bankruptcy or something, and then Limbic were asked to step in and finish the game as well as develop the expansion.

I'm pretty sure it'll be Limbic who develop it, though I didn't play 6 (maybe I should; everything about it indicated decline but maybe I was wrong) and until they announce more info I'm not sure what to expect.

Heroes 6 is horribru, avoid at all costs.
 

Cyberarmy

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Divinity: Original Sin 2
IIRC Limbic didn't make 6, that was another studio that Ubi drove to bankruptcy or something, and then Limbic were asked to step in and finish the game as well as develop the expansion.

I'm pretty sure it'll be Limbic who develop it, though I didn't play 6 (maybe I should; everything about it indicated decline but maybe I was wrong) and until they announce more info I'm not sure what to expect.

Heroes 6 is horribru, avoid at all costs.

Hear hear!
I got it from a good sale and it felt overpriced still... Random CTDs, bugs, streamlined gameplay with only 1 resource, always online shit fron conflux (which also led to more bugs)
I had to downgrade my graphics cards driver in order to play it properly...
Just avoid it.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
9,881
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Unreal engine 3 confirmed, FUCKING WHY? I swear every game uses this these days, and afterwards you hear so many terrible design decisions were made because "the engine didn't support it". Conflux 2.0 also confirmed.... I fear this will be baed.
 

Kayerts

Arcane
Joined
Jan 28, 2011
Messages
883
Unreal engine 3 confirmed, FUCKING WHY?

It's cheap in terms of upfront costs and relies primarily on a royalty-based pricing model, which is attractive for very low budget, low expected-yield products.

I don't know why a well-funded studio would do it, or why they'd choose UE3 over UE4. Maybe they have some existing UnrealScript code they want to reuse?
 

Cyberarmy

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Divinity: Original Sin 2
Article in German: http://www.gamestar.de/spiele/might-magic-heroes-7/artikel/might_magic_heroes_7,51546,3058798.html

From JSE at celestial heavens: (http://www.celestialheavens.com/viewpage.php?id=1407932748)
The German PC games magazine GameStar has an article with some additional information direct from Limbic:

1.) The second faction vote (after Fortress and Sylvan) will be between Dungeon and Inferno.

2.) The limitation of faction types is due to budget restraints -- i.e. Ubisoft hasn't given Limbic more money to implement more factions. This is no speculation -- it's the way Stephan Winter, the head of Limbic, himself tells it to GameStar.

3.) Each faction will have 8 unique creatures while there will be two top-tier creatures as alternatives.

4.) Town screens will back as we know them from the good old days.

5.) The game will feature 6 resources plus gold again -- instead of the 3 resources plus gold in Heroes 6. This also means a return of the marketplace. It's interesting to note that there will be 3 new resources replacing gems, mercury, and sulfur.

6.) It will not be possible to convert towns to other town types anymore.

7.) Caravans will be reintroduced as a means of transporting creatures between towns over the course of days. The immediate transportation and global recruitment of Heroes 6 will not exist in Heroes 7.

From Wizard of soz:
There will be 7 campaigns, 1 for each faction and a final campaign/epilogue, like in heroes 6. 4-6 maps per campaign.
Ballista, First Aid Tents etc are back.
There is a map editor.
Less linear gameplay (no high levels monsters to force block paths and force you down a certain route).
Wants to capture a Heroes 3 feel
Towns screens are 2D again but game is 3D.


Smells like we have some incline in there.Thank you good sir.
I really, really hope they get rid of that territory control thing via castles and forts.
 

Zboj Lamignat

Arcane
Joined
Feb 15, 2012
Messages
5,552
Smells like we have some incline in there.Thank you good sir.
I really, really hope they get rid of that territory control thing via castles and forts.
Yes, these things sound good, though like I said it's mostly "we're bringing back good stuff that was taken away for no reason how awesome are we trolololol". But if we get a game of V + addons quality then it still means incline.
 

undecaf

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Joined
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Messages
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Shadorwun: Hong Kong Divinity: Original Sin 2
2.) The limitation of faction types is due to budget restraints -- i.e. Ubisoft hasn't given Limbic more money to implement more factions.

Fucking Jewbisoft.

Gotta give that much to them, though, that they let these games (and MMXL) be made at all.
 

Cyberarmy

Love fool
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Divinity: Original Sin 2
I'm still shocked about MMXL. Also recent shocked about Child of the Light and Valiant Hearts: The Great War releases.
But still this is Ubisoft.

Edit: From Second Best Thread Ever;

 

Quatlo

Arcane
Joined
Nov 15, 2013
Messages
942
But the most important question wasnt answered: Is Paul Romero making the soundtrack?
 

DataPack

Novice
Joined
Jan 28, 2014
Messages
15
Location
Sweden
Actually the most important question is: will there be RMG????
Read the Q&A on this page.

In 2012 when we worked on the patches for Heroes VI we followed all the discussions from the Heroes community including those related to the faction choices, the random map generator, simultaneous turn gameplay, the skill wheel, the map editor and many other topics.
All these discussions already had a huge influence on Heroes VII pre-production, but we wanted to bring the concept to the next level.
 

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