Official Screenshot #07 Analysis

After a “well-deserved” break, I now resume the analysis of the official pictures Ubisoft released. The seventh picture presents the combat screen.

Might & Magic: Heroes VI - Official Screenshot #07

Might & Magic: Heroes VI - Official Screenshot #07

There are several things that are obvious at first glance:

  • we have turns in combat;
  • the grid consists in squares;
  • the heroes are outside the grid (most probably not directly involved in combat);
  • there is an “initiative” bar.

The first and four statements contradict each other. In fact, we now know the initiative system is gone and the bottom bar merely indicates the order in which stacks will take action.

Similar to Heroes V,  there are creatures occupying one square and creatures occupying four squares (griffins); it looks like there will not be two squares creatures. Speculating on the boss fights that were mentioned, maybe there will be bosses or very large creatures occupying nine or sixteen squares.

There are obstacles on the battlefield. We are told those are dynamic – some might be removed; other may appear.

It looks like, without tactics, the creatures can be arranged on the first two rows of the grid.

We notice five types of necropolis creatures and three types of haven creatures. It is relatively easy to identify the griffins, the archers and the swordsmen. For the necropolis, we certainly have vampires and ghosts. There are also some kind of skeletons and two creatures that are new (it is speculated there are ghouls in the game.

The numbers also suggests the relative strength of the  creatures. Griffins looks stronger than archers and swordsmen and archers and swordsmen are somehow equal (this somehow confirms the three tire system that was mentioned). For necropolis, vampires are stronger (tire 2). There is a stack of 17 creatures which might also be tire 2. Also, the ghosts seem to be stronger than skeletons and ghouls(?), but they are not necessarily tire 2.

Regarding speed, the ghouls seem to have the same speed as the griffins. The vampires are either faster or have the same speed. the ghosts are slower than griffins (or at most the same speed), and the archers are definitely slower than them. The 17 stack creatures are even slower. The skeletons and the swordsmen have even lower speed. This is based on the order on the bottom bar; at the end of the bat we notice some arrows that suggest we are at the beginning of the list (left arrow is disabled) and we can look at the rest of the list if we want.

The next action will be taken by vampires. There are two icons that allow them to defend or wait (most probably the efect will be similar to the one in Heroes II and III).

Below the bar and to the right there are 5 icons. It is speculated these are quick spells for the hero or the vampire. This might suggest the hero is able to take action any time he or she wants. But, we have a problem with the spell book. If we click it, will it open spells for hero, the vampires or both? If the hero can take action any time, where are all his or her spells? maybe some of the icons on the right represent vampire spells.

Some of these icons are obvious: spell book, retreat, surrender, combat related settings. There are other for which we currently do not know the purpose.

The skeleton might indicate the faction taking the current action. There is also a bar (which is now empty, but in other screenshots is almost filled and the filled part is yellow; when it is full it becomes orange). Maybe there is a time limit for taking one action. There was a similar feature in Heroes V.

The two heroes have a ground print specific to their faction; also, there is a faction specific symbol above them.

Around the battlefield there are some terrain specific graphics.

The size of this battlefield is 10 x 12 (same as the Heroes V regular battlefield – the siege battlefield was 14 x 16 in Heroes V) . We are told there will also be larger battlefields in Heroes V.

The square occupied by the current creature is highlighted. The squares were it can move are also highlighted. We can compute that the speed of the vampire is 6.

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Official Screenshot #06 Analysis

There is a full version of the sixth screenshot. Unfortunately, it does not provide too much new information.

Might & Magic: Heroes VI - Official Screenshot #06

Might & Magic: Heroes VI - Official Screenshot #06

The picture shows a (developed?) Haven town defended by a hero. A sawmill is visible in the top-left corner. According to the minimap, another mine (probably ore) should appear in the top-right corner. Maybe it is just outside…

The town is most probably the one also shown in the second screenshot. It is clear angels are very important to the Haven faction.

On the right road there are some resources defended by a Haven army (see the ground print). In the same place we see a stone (probably experience stone, but might also be an obelisk).

The bottom-right part shows that it took Sveltana five days to reach the Haven castle.

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Is Naga the fifth race?

I thought the fifth race might be the elves, but the latest artwork presented suggests naga are in the game. They were skipped in Heroes V, so this is to be expected. The artwork might not be real or it might have been done for the defunct Heroes V faction.

Some arguments in favor of the naga faction:

  • we were told the fifth faction will be an original one.
  • in the Gamescon demo, towards the end, a battle with water serpent boss is about to start.

The pictures were originally posted here.

Heroes VI - NagaHeroes VI - Naga

The style looks somehow similar to the one used for the Heroes V naga, but there are significant differences.

Heroes V NagaHeroes V Naga

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Official Screenshot #05 Analysis

The fifth screenshot does not have a full version either, but I doubt the missing parts would provide any new information.

Might & Magic: Heroes VI - Official Screenshot #05

Might & Magic: Heroes VI - Official Screenshot #05

In the middle of the screen we notice a Necropolis building (my best guess is that the building is the one that can be accessed by clicking on the icon above the minimap). This might be an external dwelling or, more likely, an undeveloped town or a simple fort.

We do not see the hero on the screen which means we can move the camera to places where we do not have a hero (no real surprise here).

There are several resources scattered around and a stack of creatures defending some of them (to the left). The ground print suggests an undead stack (the same symbol is used for Sveltana in the first screenshot).

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Official Screenshot #04 Analysis

There is not full picture for the fourth official screenshot, but we do not need the entire screen anyway.

Might & Magic: Heroes VI - Official Screenshot #04

Might & Magic: Heroes VI - Official Screenshot #04

It only shows the dialog displayed after the player finds a chest and it can choose between gold and experience.

We notice that one of the choices (1500 experience or 2000 gold) from the earlier games in the series is kept. There are high chances for the other two possibilities (500 / 1000 and 1000 / 1500) to be kept.

This means that the economy of Heroes VI will have roughly the same order of magnitude as in the earlier games (one cannot say the same thing about creature stats).

The “story” is the same as in the previous game: after finding a chest, you can keep the gold or give it to the locals and gain experience in return.

There seems to be nothing new in Heroes VI that is chest-related.

From a technical point of view, one can notice the transparency of the dialog window.

As a side note, the bottom-right part of the window shows that we moved into the next day.

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Official Screenshot #03 Analysis

Unfortunately, I was not able to get a “full version” of the third official screenshot. The top and bottom parts were removed on the official site.

Might & Magic: Heroes VI - Official Screenshot #03

Might & Magic: Heroes VI - Official Screenshot #03

This is a battle screen shot. We can see a Necropolis creature (vampire?) attacking a Haven creature (swordsman?, crusader?).

We first notice the square grid, similar to the one used in Heroes V. In one corner of an occupied cursor, the number of creatures in the stack is displayed (using the player’s color as background).

It looks like the vampire still has an ability to drain life from living enemies and use it for healing and even resurrecting. The number of hit points drained (18) is displayed as well as the number of resurrected creatures (0). Also, the damaged done (158)  is also displayed. The number are “flying” in Heroes V style.

The Haven creature does not retaliate simultaneously. But, in Heroes IV, vampires had a first strike ability, so this does not confirm simultaneous retaliation is out.

We can also notice some kind of vegetation that is most likely an obstacle on the battlefield.

The screenshot also suggests there will be close-ups in battle.

The less visible bottom part contains the sequence of stacks in the order in which they act (we now know the initiative system is gone, so it is just the speed-based order). It looks like the line is not full, which suggests the order is presented only for the current turn. If this is the case, we will not know who will start the next turn.

To the right, we have the controls; most of them are not visible. We can see a yellow circular  bar there. My assumption is that it is some kind of timer (in some cases, we might have time constrains for taking one action), but its purpose is unclear.

The spellbook icon is visible and enabled. This suggests the vampire (most likely current stack) has some spells or that the hero can cast spells any time.

We can also notice the shadows.

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Official Screenshot #02 Analysis

Let’s now take a closer look at the second official Might & Magic: Heroes VI screenshot published by Ubisoft.

Might & Magic: Heroes VI - Official Screenshot #02

Might & Magic: Heroes VI - Official Screenshot #02

This is a close-up shot on the adventure map. It does not provide as many information as the first screenshot, but we can find out a few things.

Let’s mention the things that might confirm information from the first screenshot:

  • there are still only four resources;
  • we still have the dwelling (undeveloped town) above the minimap;
  • the green bar near the hero portrait represents movement points (Sveltana has moved a few steps from the border on the first screenshot)
  • we are still in the first day of the week (Sveltana only took a few steps)
  • the fog of war disappeared when the hero moved

Now, let’s see what’s new in this picture. We see the Haven hero in the middle of the shot. We notice the ground print containing a cross and several greek-like letters. We also notice that the emblem is no longer the griffin as in Heroes V, but an eagle-like bird: the Falcon.

We notice that one of the control on the right is highlighted. Perhaps the user is about to access it.

By looking at the minimap we notice that the camera can be rotated. The trapeze orientation has changed. Also, the minimap shows a symbol for the red Castle (the same symbol as in Heroes V is used).

We also notice the details of the graphics: the castle in the top-right corner, the fountain, the road, some trees. Also, the shadows are visible.

The Haven hero is also on a horse. This time, it is a “regular” one, as expected.

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Official Faction Presentation: Necropolis

There are several new things regarding the Necropolis faction in Heroes VI, but many aspects remained the same. The unchanged things are:

  • name: Necropolis
  • aka: The Necromancers, The Undead
  • motto: Life is change, chaos, filth and suffering. Death is peace, order, everlasting beauty
  • worship:  the Primordial Dragon of Order in a twisted version of her “Death” aspect
  • core philosophy: Embrace the Void
  • capital: none

    The things that have changed are: Continue reading

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    Official Faction Presentation: Inferno

    There are new things and unchanged things regarding the Inferno faction in Heroes VI. The unchanged things are:

    • name: Inferno
    • aka: The Demons, The Lords of Chaos
    • colors: black and red
    • worship: their progenitor – Urgash, the Primordial Dragon of Chaos
    • core philosophy: Might makes Right
    • kingdom: Sheogh, the Prison of Fire
    • capital: Ur-Hekal, the “Gate of the Burning Heart”

    The things that have changed are: Continue reading

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