View Full Version : Heroes 8 Ideas

08-20-2016, 04:58 PM
Heroes of Might Magic 8
Release date: 2018-08-08
2.Heroes 8
4. Factions
7.Faction Alternatives

1.History Good and Bad

All heroes games has good and bad parts and first of all when i say all Heroes games i mean the Heroes 2, 3, 5, 6, 7 (with expansions)
The first and the fourth games aren't really much to talk about except the creatures of each faction.
*In Heroes 2 and 3 the creatures had a unique design and both games had 7 resources. What made Heroes 3 so good? Probably that it had 8+ factions and more realistic(better) graphics/design and last but not least, great soundtrack.
*In Heroes 5 they also had 8 factions but what they also tried in this game was alternative creature upgrades. Which some said made the game better because "the more options, the better" However, the other side said: "to much options makes it more confusing"
*In Heroes 6 they changed a lot of things, they improved a lot in the graphics and in creature design making all creatures more unique. They added "faction power" to further add a unique play style and feel to each faction. They also added a skill point system that let the player choose what spells he wanted to learn or to add more utility, strength and more. Heroes 6 has the easiest town building layout of all. When building in the town the castle grew from a map/adventure perspective.
They unfortunately only had 6 factions, took away the Mage building and also removed sulfur, mercury and gems. And they removed the optional creature upgrades they had in Heroes 5.

*In Heroes 7 they kept the skill point system partly and brought back the mage building. And added a more building system with more options. They added one more champion building/creature to every faction, this was probably the best feature in Heroes 7. (you can only have 1 champion building) And they used an interesting flanking system. They also finally brought back the Academy faction!
However, they did remove Inferno faction which is unforgivable. They removed griffins from Haven and added Dire Wolfs which clearly doesn't belong in the holy faction Haven. They had other creatures in other factions which are doubtful. They removed the "faction power". Confusing/half organized town building layout. Removed dynamic castles when building tex walls and towers.
When you look at the art/design of 1creature it looks great and very realistic except for some creatures that have a bad/not unique design, but when you are in a battle and have every creature of that faction it feels like something's not right. It's probably that most of the creatures of the same faction sort off looks the same and have the same colors witch feels boring and (sometimes you even mistake one creature for another by either the picture or on the battlefield.) That would not have happened in the Heroes 2, 3 or 6 since the design and coloring of a creature is so unique.
It could also be the battlefields coloring that doesn't work well with the creatures colors.
The graphics of the game have for the first time in the history of Heroes not "improved". Which is fine since it looked good in Heroes 6 already. They did however change it to be more "realistic".

2.Heroes 8

To make the best possible Heroes game we should take the best things from the previously games:

*8 Factions;
Haven, Inferno, Necropolis, Dungeon, Sylvan, Academy, Fortress, Stronghold.
*"8" Resources; Gold, Ore, Wood, Gem, Sulfur, Mercury, Crystal (and of sorts Mana)
*Keep skill point system from Heroes 6 however not to be able to put points in spells (you can still put points in tex spell power, reduced mana cost.)
*New mage guild system + Mana Well.
*Choice of 2 champion buildings/creatures.
*Unique creature design and good graphics.
*Remove faction power.
*Improved Heroes 6 town building layout.
*Remove warfare units (not catapult ofc)
*Map editor.
*Castle growth in adventure/map perspective when building tex wall, towers.
*Great Soundtrack of course. Each town will have a soundtrack of its own when entering town.
*Flanking system from Heroes 7.


Gold, Ore, Wood are the main resources that will work as the previously games.
Gem, Sulfur, Mercury, Crystal will be needed for every faction but some factions will be needing one of those 4 more than the others.
Haven and Sylvan will be needing Sulfur more since sulfur is an essential element for all life.
Academy and Necropolis will be needing Crystals more since crystals are connected with magic.
Dungeon and Fortress will be needing Gems more since gems can be found deep within the jungle and caves.
Inferno and Stronghold will be needing Mercury more since mercury is just bad for the environment..

Mana will work mostly like its always have with the exception of how its regenerated. In the previously games its been refilled a little each day by itself.
In Heroes 8 it will also regenerate each day but the amount of mana regenerated will be based of how deep your Mana Well is in your town.
(more on this will be explained in section 5.Buildings)


8 Factions. With all factions having 3 core creatures, 3 elite creatures and 2 champion creatures.

-Core creatures-
Crossbowman->Veteran Crossbowman

-Elite creatures-
Griffin->Imperial Griffin

-Champion creatures-
Angel-Arch Angel
Paladin->Holy Paladin

-Core creatures-
Familiar->Demon Goat

-Elite creatures-
Efreet->Efreet Sultan
Phooka->Banished Phooka (red and black shadow demon that can transform into another creature in battle but only one time in a battle. After the battle ends it retakes its shadowform and regain the transform ability. It cannot transform into Champion Creatures.

-Champion creatures-
Devil->Arch Devil
Fallen Angel->Satanic Angel

-Core creatures-

-Elite creatures-
Vampire->Vampire Lord
Lich->Arch Lich

-Champion creatures-
Grim Raider->Grim Reaper
Bone Dragon->Spectral Dragon

-Core creatures-
Lurker->Shadow Lurker
Puppeteer->Soulless Puppeteer
Dark Elf->Dark Elf Assassin or Dark Elf Mercenary?

-Elite creatures-
Minotaur->Minotaur Guard
Medusa->Medusa Queen

-Champion creatures
Red Dragon->Black Dragon
Spiderling->Spider Empress

-Core creatures-
Hunter->Master Hunter
Dwarf->Battle Dwarf

-Elite creatures-
Druid->Druid Elder
Pegasus Raider->Unicorn Raider
Anggitay->Elite Anggitay

-Champion creatures-
Kirin->Emerald Kirin

This sylvan faction is more inspired by Ramparts from Heroes3. The Pegasus Raider is a human riding a Pegasus the evolved creature is a human riding a Winged Unicorn. In my opinion it would be to much to bring in a centaur, unicorn and a Pegasus. Thats why the upgraded form of Pegasus is a Winged Unicorn.
Since the Sylvan team is a Sanctuary for all races it has a dwarf, human, elf and other creatures from nature.
Anggitay and Centauride means female centaur, alternative names: *Centauride->Centauride Elite.
or *Anggitay->Anggitay Celestial.

Kirin alternative names: Kirin->Sacred Kirin
or Divine Kirin
The Kirin will be able to fly but will it be able to fly over walls or just hover over the ground like in Heroes 6?

-Core creatures-
Fire Toad(ranged)->Arcane Toad (Learned Toad->Enlightened Toad?)
Gargoyle->Obsidian Gargoyle
Golem->Stone Golem

-Elite creatures-
Djinn->Unchained Djinn (or Djinn Unchained)
Rakshasa->Rakshasa Raja
Mage->Arch Mage

-Champion creatures-
Phoenix->Arcane Phoenix

-Core creatures-
Gnoll->Gnoll Thrower
Basilisk->Greater Basilisk

-Elite creatures-
Wyvern->Venomous Wyvern
Lizardman->Lizard Archer
Naga->Jade Naga

-Champion creatures-
Hydra->Chaos Hydra
Bataar->Bataar Rex

-Core creatures-
Centaur->Centaur Marauder
Wolf->Dire Wolf
Goblin->Goblin Brute

-Elite creatures-
Orc->Orc Chieftain
Troll->Blood Troll (throws rocks like in Heroes 2)

-Champion creature-
Cyclops->Enraged Cyclops
Behemoth->Ancient Behemoth

Faction Bonuses

*Resistance: 30% Light.
*Weakness: 10% Dark, 10% Fire.
*Trait bonus: Hope.
All haven heroes knows the spell Heal.

*Resistance: 20% Fire. 10% Dark.
*Weakness: 15% Light, 15% Water.
*Trait bonus: Demonic Strength.
At the start of the battle as an inferno hero the number of inferno allied creatures is increased by 10%. The creatures added this way will not remain in the army once the battle ends.

*Resistance: 10% Water, 10% Earth, 10% Air.
*Weakness: 15% Fire, 15% Dark.
*Trait bonus: Sanctuary.
+20% in diplomacy. And does not have different faction creature moral loss. (base diplomacy is 5% for all heroes)

*Resistance: 20% Dark. Moral cannot be lowered or increased.
*Weakness: 15% Light, 15% Fire.
*Trait bonus: Necromancy & Reanimate.
A spell that all necropolis heroes starts with, that resurrects/"heals" undead only (scales with Magic(spell power)).
All necropolis heroes also knows Necromancy which means 5% of all living creatures that dies in a battle is turned into skeletons after the battle(or hoplites if that building has been bought) and 5% of all undead that dies in a battle is turned into ghosts after the battle (or banshee if the building has been bought)

*Resistance: 20% Dark, 10% Earth.
*Weakness: 15% Light, 15% Fire.
*Trait bonus: Stealth.
All dungeon creatures in the dungeon heroes army are invisible the first turn unless they attack. Moving, Wait command and Defense command does not brake stealth.

*Resistance: 5% resistance on all magic schools.
*Weakness: 5% to physical attacks.
*Trait bonus: Learned.
All academy heroes gains +20% experience. And starts the game with 1 random tier 1 spell.

*Resistance: 10% Earth, 10% Air, 10% Water.
*Weakness: 20% Fire, 10% Light.
*Trait bonus: *Growth.
Increases all resources the fortress hero picks up by +1 except gold which is +100.

*Resistance: 10% Fire, 10% Dark, 10% Earth.
*Weakness: 15% Light, 15% Water.
*Trait bonus: *Unbreakable.
The defense of all stronghold creatures in the stronghold hero army is increased by 10% until they have taken damage, then that creature loses its bonus.

The building layout in heroes 8 will be a similar hybrid version of Heroes 3 and Heroes 6. With 19 building slots.

This is the layup:

-Town Hall- -Castle- -Tear of Asha building-

-CoreCreature1- -CoreCreature2- -CoreCreature3- -Tavern- -MarketPlace- - Blacksmith-

-EliteCreature1- -EliteCreature2- -EliteCreature3- -ResourceSilo- -Treasury-

-ChampionCreature1- -ChampionCreature2- -MageGuild- -ManaWell- -TownPortal-

The layup/format makes it easy and organized, for the creatures it will be a picture/icon on the creature so its easy to spot.
And of course the other buildings will have a picture of that building so that to will be easy to distinguish.
Below every building it will be small boxes like in Heroes 6 that tells you how many upgrades that building have.

The picture background for the havens it can be church glass or a sun with light beams or simply clouds. For stronghold it can be a dessert background.

All towns will have a theme soundtrack that fits the faction.

*3 Core creature buildings, 3 Elite creature buildings, 2 Champion creature buildings

*Marketplace -> Resource Silo (upgrade)
-> Treasury (Artifact upgrade)
Resource Silo upgrade lets the player choose to get 1 Sulfur or 1 Mercury or 1 Gem or 1 Crystal or 1 Wood and 1 Ore each day.
Artifact upgrade lets the player sell artifacts in its marketplace.

*Tavern -> Thieves Guild (upgrade)
Tavern lets the player hire new Heroes.
Thieves Guild upgrade lets the player buy information about their enemies.

Lets the player buy a Catapult for siege battles.

*Town Portal -> Master Town Portal (upgrade)
Town Portal gives the Hero the ability to teleport back to its closest town with the Town Portal at the cost of 50% of the Hero's max mana and consumes the Heroes remaining movement.
Master Town Portal upgrade lets the player choose to teleport to whatever town he likes of his controlling if he is in the town with the Master Town Portal upgrade.

*Village Hall -> Town Hall (upgrade)-> City Hall (upgrade)-> Capital (upgrade)
Village Hall will be installed by default when the player starts the game. It will produce +500gold each day.
Town Hall upgrade cost 2k gold, 2ore, 2wood. And increases daily income by +1k gold.
City Hall upgrade cost 5k gold, 5ore, 5wood. And increases daily income by +2k gold.
Capital upgrade cost 10k gold, 10ore, 10wood. And increases daily income by +4k gold.

*Castle -> Citadel (upgrade)
Castle surrounds the town with Walls and a Keep. Cost 5k gold, 10ore, 10wood.
Citadel surrounds the town with a Moat like terrain that slows down enemies in a siege battle and adds 2additional Towers. Cost 5kgold, 10ore, 10wood.

*Mage Guild level 1 -> MG lvl 2 -> MG lvl 3 -> MG lvl 4
Mage Guild level 1 cost 1k gold and 2 of every other resource.
MG lvl 2 (upgrade) cost 1k gold and 4 of every other resource.
MG lvl 3 (upgrade) cost 1k gold and 6 of every other resource.
MG lvl 4 (upgrade) cost 1k gold and 8 of every other resource.

In the Mage Guild there will be a skill tree like the one in Heroes 6 but just for magic. And there are 4 tiers.
The 7 schools are:*Air *Fire *Earth *Light *Prime *Water *Dark
The prime school involves spells like Conjure Boat, Summon creatures from town, Walk on water, Teleport(short range), Map Vision. (spells to use in adventure mode)

Mage Guild level 1 lets the Hero choose 5 spells from any school but only tier 1 spells.
MG lvl 2; 4 spells from any school but only tier 2 or below.
MG lvl 3; 3 spells from any school but only tier 3 or below.
MG lvl 4; 2 spells from any school, tier 4 or below.

*Mana Well level 1 -> MW lvl 2 -> MW lvl 3 -> MW lvl 4
Mana Well is what gives and restores mana of the Hero.
The default mana is 50. and 20 mana regen every day. For every Hero.
MW lvl 1; gives the hero +15 max mana and +10 mana regen.
MW lvl 2; gives the hero +15 max mana and +10 mana regen.
MW lvl 3; gives the hero +15 max mana and +10 mana regen.
MW lvl 4; gives the hero +15 max mana and +10 mana regen.

*Tear of Asha building
After finding Tear of Asha the hero is allowed to build a special building that provides 5k gold each day and +100% creature growth each week.

Before the game begins when the players decides what faction and what hero to use the player will have 15 attribute points to spend or he can choose random which distributes the 15points at random.
The attributes are: *Might (adds to creature attack)
*Destiny (adds to creature luck)
*Defense (adds to creature defense)
*Leadership (adds to creature morale)
*Magic (increases the power of spells)
*Movement (how many steps the Hero can take each day)
*Spirit (increases the max mana and mana pool)
{Each point of spirit increases the max mana and regen by 2}

The default stats of every Hero are: 0 Might
0 Destiny
0 Defense
0 Leadership
0 Magic
20 Movement
0 Spirit
(however all heroes starts with 50mana and 20 mana regen)
The player cannot spend more than 5 attribute points in 1attribute (example: 5might, 25movement, 3defense, 2destiny)
All heroes have 5% diplomacy (except the sylvan heroes who have +20% and doesn't suffer of moral loss when having different faction creatures.)

7.Faction Alternatives
There are a few creatures on a few factions that im not sure about if its the right placement so this is an alternative faction list.

-Core creatures- Swap the Dark Elf for a panther Stalker?

Dark Elf->Dark Elf Assassin or Dark Elf Mercenary? Stalker->Death Stalker

-Elite creatures-

Phooka->Banished Phooka

Disir->Valkyrie instead of Phooka?

This text is copied from the word document i have worked on so the pictures of all the creatures and the magic spell system and town building format wasnt transfered to this forum.. But i will gladly send or post the word file if someone wants it.

My name is Niklas.W hope you enjoyed and thank you.

08-22-2016, 06:11 PM
Heroes of Might Magic 8


*Keep skill point system from Heroes 6 however not to be able to put points in spells (you can still put points in tex spell power, reduced mana cost.)


Thumbs down. H5 system is the best now.

Heroes of Might Magic 8

*Remove faction power.

You crazy ?

08-23-2016, 02:32 PM

Welcome here, it seems you have spent a lot of time to create this list.

However I can confirm many ideas you prefer and propose would not make the majority of players happy, for example the skill or town mechanics. Also you forgot to mention my favourite faction: Sanctuary.

08-26-2016, 07:03 PM
Heroes of Might Magic 8 = King Kilgor Survive.

04-02-2017, 11:36 AM
Stop it, get some help.
When flanking is the ONLY thing that previous Heroes could be jelaous of, then there's a question. What did go wrong? Where are all the units we fell in love with in previous titles? How do we close the wormhole that ate last 10 years of HoMM development. When "Heroes: Might & Magic " chages it's name to "Might&Magic" you know the franchise is going down. Oh well

04-02-2017, 11:37 AM
Thumbs down. H5 system is the best now.

You crazy ?

It's a shame that H5 system was one of the best... since 1999

04-02-2017, 11:47 AM
Heroes of Might Magic 8
*Resistance: 20% Dark, 10% Earth.
*Weakness: 15% Light, 15% Fire.
*Trait bonus: Stealth.
All dungeon creatures in the dungeon heroes army are invisible the first turn unless they attack. Moving, Wait command and Defense command does not brake stealth.

Bruh, imagine going full luck and attack. buffing all your units first turn and moving them to the front of the battlefield, next turn crit with all these guys except for zombies (didn't make it in invisibility in time) dealing tons of damage and oneshooting all glass cannons. You can even buff your units with speed and put on some speed artifacts so your ranged units can move forward stealthed in the first turn and shoot with full potential in the next one. I appreciate your input but that's why you don't make games :p

10-10-2017, 06:37 PM
I think it would be fun sea or ocean faction, monsters and skills

10-12-2017, 02:27 PM
It could be Sanctuary (first appeared in H6), my most favourite faction - I miss it so much :(

11-27-2017, 09:56 PM
I like most everything you said. I was really upset when VII came out and they had changed everything from VI. I was hoping they would expand on VI because it has been my favorite one thus far. We need more factions, the skill points like VI, get rid of the level cap, bring back dynasty weapons, and of course a map editor.

12-03-2017, 08:44 PM
I play heroes 3 and 5 almost everyday, I was one of the firs to buy every version of the game as soon as it is released . I even bought heroes 7 just for help the brand, i tried to play a couple of times and even participate of the votes to make it Good.

The story of the game is great, and the art is fantastic, but the producers made the same mistake of H6, Heroes is a strategy games, does not need heavy graphics a game of chess is interesting and the pieces only have small resemblance with the creatures.

The h7 is to heavy for any computer, the graphics are far too many details what make heavy for the eyes, the towns are just a painting without life, and you can barely see the face of the heroes what does not allow as to identify ourselves with them.
The map screen looks like a frozen TV out of tune, no life like H3 or H5. for a successful game does no need much, the spirit of the game is great, But i think the companies producing this game lost it track after the H5.

I am sure by the quality of the game they put a lot of effort on it, and the history and the art are amazing, but it is too many details that become heavy for the mind and er no longer feel inside the game.
I hope UBI get back on track, and please stop to listen to everyone, we want be guided into a new world with all heroes that were successful it was like this not I saw some demands and request in this community that just gonna confuse you guys!

If you want some tip how to get in the track check the unofficial MOD version of H5 and HD patch of H3. Heroes 8 could put elements of all heroes together !

12-26-2017, 10:31 AM
Interesting. But it's wrong. (somewhat at least)

Good points: people want a good Heroes game
Bad points: everyone has a different vision of it. (Probably why it's so hard to succeed.)

I agree with the quality of life/small things make a huge impact. Like changing town look once you make upgrades, good music, relevant magic, more factions/units.
But some of the things in your list are just no. I could go on with details, but I want to at least point out one:

Faction bonus whatever may be OK, but not this way: (+ I would rather see more passive/active traits/abilities on creatures, than a general +10 / -10% whatever. It made some sens for demons to be weak to light but this is just too BS, sorry )

-Champion creatures
Red Dragon->Black Dragon

*Resistance: 20% Dark, 10% Earth.
*Weakness: 15% Light, 15% Fire. ( Really??? , dragons week to fire? Is this a zombie black dragon or what... No, just no)

01-23-2018, 09:35 PM
Are you a content creator, or someone offering up some ideas?

If you are a content creator, I would like the word document you mentioned. Also, a lot of the changes you are proposing do seem reasonable and exciting. I know there is absolutely no change you could make that would make everyone happy; as long as the statistics back it up, I would hate for the actual plans for the game to be changed in order to make a few loud nay-sayers happy.

That said, when did the Sylvan faction turn into the Sanctuary faction? I always thought there were separate. I would personally love it if all the factions mentioned were present, as well as Sanctuary. I know that would cause some creatures to be re-shuffled. Also, good by to the dwarf faction?

I know originally, I didn't care for warfare units, but leveled up warfare units can be quite effective; did no one else like them?

I like the idea of Phooka over Valkyrie for the Inferno faction. Phooka seems more tuned into to Inferno's theme of chaos, while the Valkyrie... just doesn't seem to fit at all.

I love almost everything else you propose though.

05-24-2018, 06:26 AM
Are you a content creator, or someone offering up some ideas?

If you are a content creator, I would like the word document you mentioned. Also, a lot of the changes you are proposing do seem reasonable and exciting. I know there is absolutely no change you could make that would make everyone happy; as long as the statistics back it up, I would hate for the actual plans for the game to be changed in order to make a few loud nay-sayers happy.

That said, when did the Sylvan faction turn into the Sanctuary faction? I always thought there were separate. I would personally love it if all the factions mentioned were present, as well as Sanctuary. I know that would cause some creatures to be re-shuffled. Also, good by to the dwarf faction?

I know originally, I didn't care for warfare units, but leveled up warfare units can be quite effective; did no one else like them?

I like the idea of Phooka over Valkyrie for the Inferno faction. Phooka seems more tuned into to Inferno's theme of chaos, while the Valkyrie... just doesn't seem to fit at all.

I love almost everything else you propose though.

Hi im not a content creator i just love to "write games" Yeah i know there are e few things in here that even myself arnt completly happy with xD but that can alwayd be changed.

08-26-2018, 06:00 AM
I have several ideas actually. First, I think the game makers should bring back sanctuary and inferno in addition to the present factions of the 7th game. And second, please do take time to review the game before its grand release and seek to remove maximum possible bugs. (I actually like the 7th game quite well, having grown up playing HoMM series)

09-25-2018, 05:12 PM
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09-26-2018, 03:52 PM

09-27-2018, 08:29 AM
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10-08-2018, 11:17 AM
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The Free Cities
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10-09-2018, 03:53 AM
How can I find people to play online?

06-29-2019, 03:07 AM
agree 6 was my favorite in recent times … sanctuary was also my favorite faction loved the dynasty stuff from 6 and loved the story options that being said think we would need all factions mentioned plus sanctuary to make people happy - need a map editor no level caps and dynasty gear put back in made it fun unlocking new gear to use in skrims against friends ect also option to turn dynasty gear on or off when hosting to make people who didn't like it happy - also I personally loved the options in 5 for unit upgrades gave you more options and units to experiment and play around with also added more replay value would love to see more unit options, and the choices of tears vs blood where great made you feel you could be more unique and customize your hero more.. if they do go forward hopefully they can build a game we can be proud off … also on map editor have a option to randomly generate maps like in older games adds a lot more replay value to game.

09-10-2019, 12:08 PM
I hope, some people from ubi still read it. And such a legendary game is not quite dead. As for me i started playing homm in 90s (2 and 3) and didn't follow the progress of the game for last 10 years. It was very sad to see it in such a state. Maybe some other players won't share my opinion, but I have such ideas
1) HOMM is a stratigic game, even more its time-based stratigic, so a player shoul have an oppotunity to choose in every aspect of the game, in each small step, and the choice should be pretty difficult, not evedent, the player has pretty much time on take dessisions, and all the game is actually about this dessision. Don't simplify the game as you did it in 6. If you still want to bring some simplifying features (like easy-gettable town portal) to the game so it can be more attractive to new players, do it available only for low difficulty games. But i think you just better do good tutorial and intoduction company for this purpose. Much of replayability of the game (and classical 3 and 5 are fantasticly replayable, and its definetyly huge advantage of HOMM) depends on this complexity of choise
2) i didn't play 6 at the start, so my view maybe not quite right. But if you make some online features of the game, don't look at free-to-play asian RPG. I guess big part of your core fans - its middleaged europians and americans. Respect them and give them and oppotunity to play equal game, it shoul be more about skill of the player, not about how much time he spends in the game (i'm talking about dynasty weapons). If you want to make ingame store, make it such a way it won't affect the gameplay, sell something about the looks, skins.
3) if you want improve the game inprove online mods first off all. You can make storyline campanies or just scenarios for ally mode, so players who are interested just to follow the story in the game against AI have to do it in cooperation with other players (besides many players who started playing 2 or 3 with hotseat, played ally maps). It can look a bit like raid in mmo rpg game. You should think threw new mods for pvp game, classical game takes too much time, duel doesn't represent the whole gameplay. Maybe you should look at tournament mission (1st one) for Realag in 5 and search for inspiration there. Like players have cirtain amount of real-time and in-game time to built up the here and they can even play this part offline, and the meat and play tournament.

I and I really hope that you won't give up such a franscise, because it's proplems and fails were caused not by bad idea of the game, but just by poor implimentation

10-06-2019, 02:29 PM
Thanks for the post. It is good to see people didn't forget this great franchise. We are looking forward not only for HOMM 8 but also Might and Magic XI.

Ubisoft, if decides to put some serious effort on this, will win the fans back and still make a lot of money from this series.But first aim should be the quality and balance, not money. The money will come easily after you have done a decent job.

a few notes;
1- Might and Magic Legacy was a great game despite of all its bugs and imperfections. And didnt look to have needed lots of money to create. Can be expanded to a much better game without using so much technology and all that. If they open an official forum like before HOMM 7 and ask the fans their ideas, many people will contribute and help them.

2- My main issue with HOMM 7 was the AI was too low. Attacks like a real stupid robot. I dont like when a lvl 1 enemy hero attacks me when the lvl 20 hero is nearby. They should be easily able to swap their army and at least make some decent decisions. The level of aggression should be seperated from AI lvl (hard heroic etc.).

3- The Ubisoft team, please remember this is one of the greatest franchises in Gaming history. Please do what is necessary to revive the dead. Use your resurrection spell or whatever but dont make us wait longer years for the upcoming games of this series.

10-06-2019, 02:54 PM
Forgot to mention Sanctuary;

It was a really awesome faction.

With a few tweaks it would be a great addition for the next game.

My line-up;
1- Kappa
2- Mermaid
3- Sea Elf Pirate
4- Snow Maiden
5- Kitsune (the trickster fox spirit)
6- Naga
7-Kirin or Raijin (the thunderstorm Demon)