New Features Compared To Older Heroe Games
While Heroes of Might and Magic V has borrowed many features and taken
inspiration from its prequels, especially Heroes III, there have also been a
good number of innovations that differentiate the game from its predecessors.
Aside from the obvious graphical enhancement, there have been a number of new
modes inserted to make the game experience more enjoyable and intense; a
diversion from the classic, slower-paced turn-based strategy feel of the
Note: All the features detailed below are optional.
Simultaneous Turns - Unconfirmed
Simultaneous turns is likely to work in the form of every player taking their
turn (day) at the same time, so that no player can reach a mine or resource
before the other player simply because they are before them in the order.
Instead of waiting the entire time for players to take their turns, you will
only have to wait the extra amount of time they take in their turn procedure.
Whether this mode can be coupled with Ghost Mode (see below) is unknown.
Simultaneous turns offers a slightly faster mode of play and an alternative to
the usual individual turns mode. This mode has been used successfully in other
strategy games, and it is really up to the personal preference of the player
when choosing between the standard and simulataneous turns options.
This is another feature which is tailored to create more fast-paced and intense
battles. In this mode, every units turn is timed, putting pressure on the player
to make their turn swiftly. According to Heroes V Producer Fabrice Camounet,
"The new mode will not be real-time, but close to it. That is, the enemy will
slowly gather action points, so if you do nothing they will attack you. Thus
you'll have to attack fairly quickly, or be attacked yourself." So it is likely
that you'll be encouraged to act more quickly, not just so you don't lose a
turn, but so you gain the upper hand in amassing action points. This mode
encourages quick-thinking, and gives minimal time for the players to formulate
their strategies. In turn, players will become more refined in the art of
battle-tactics due to the new demands thrust upon to the player in such a mode.
Duel Mode is a new addition which pits army vs. army instantly, without having
to explore, capture, conquer, and enforce your will on the adventure map. More
detailed options concerning this mode are shrouded in mystery, and it has not
yet been revealed whether this mode will be available offline. It is understood
that there are no maps required, and this mode is quite separate from usual
gameplay. It is designed for players who don't like to spend time developing and
enjoy engaging in combat. It has recently been revealed that there will be a
number of pre-set armies to choose from, with already assigned artifacts,
skills, spells, and creatures. The possibility that the player can create their
own pre-sets for testing is unknown at this point, as are the number of
pre-determined line-ups available. What is know, however, is that the victor
will be the player who wins the best out of three rounds.
Perhaps the most innovative and radical of the new modes, Ghost Mode is an
entirely different mode of play than what has been witnessed in any of the
previous games. This mode was designed as a method of minimising waiting times
during your opponent(s') turns. Ghost Mode puts you in control of a Ghost during
your downtime, providing a myriad of options at your immediate disposal.
You ghost can be upgraded by Double-Clicking on its picture. The longer your
opponent takes in his turn the more energy you have to upgrade. The powers
available to a Ghost are:
- Curse: The Ghost can 'cast a curse' on a hero or enemys, reducing his/her primary
- Devour: A Ghost can attack enemy Ghosts in Haunt, curse or possess
modes. Attack begins a combat between the 2 ghosts, the Higher the skill the
stronger the ghost becomes and the better their chance of winning.
In Guard mode, an Intercept area appears around the ghost all enemy ghosts that
get within it will be automatically attacked. The higher the skill, the bigger
- Haunt: A ghost can haunt a nearby enemy mine, to
decrease its output. The higher this skill level, the more damage the ghost
inflicts. An Advanced skill level allows the ghost to redirect the mine output
to supply its MASTER.
- Possess: With this action, the Ghost can take control of a neutral stack,
If an enemy hero encounters these creatures, the ghosts master will be able to
watch the combat and occasionally control the units. The higher the skill, the
more control you'l have over the creatures.
- Revenge: Allows your ghost to weaken the enemy ghost. At an
advanced level, this skill allows your ghost to completely dispel the enemy
ghost's negative effects.
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