|
Thread: The Igromir clip discussion thread! | |
|
MrDragon
Supreme Hero
Eats people with Ketchup
|
posted November 06, 2010 10:15 AM |
|
|
The Igromir clip discussion thread!
The purpose of this Thread is to discuss the video our spies managed to acquire from Igromir.
Should be fairly straightforward.
Download the video (141 Mb!) here.
A big thank you to our Russian friends who made this available to us and kept us up to date on the happenings over there.
Another big thank you to board members here who managed to translate or otherwise carry over said knowledge.
And finally much thanks to Mytheroes for compiling the following list.
WARNING: THE FOLLOWING INFORMATION COMES FROM AN ALPHA BUILD AND IS SUBJECT TO POSSIBLE CHANGES
WARNING: any theories found in this thread are just that, theories.
List as composed by Mytheroes.
Edited here and there.
-Not just one attack animation
-Guardian Angel ability which prevents enemies from attacking the target.
-Raise dead button is on the center of the command wheel and have a circular bar around it that fills up when units die, this could mean all faction abilities are active and occupy this slot.
-Skeleton throws 2 spear consecutively in one attack (not sure if this is purely cosmetic or ability like hunter/master hunter), have 10% resistance against physical ranged attack (Hollow Bones), ability called Webbing Spears (something about creating 3x3 zone to slow movement, the zone disappear immediately but the debuff last for 2/3 turns), Emotionless (no morale), Undead (immune to poison spell, water spell, not sure what is the third spell), Allegiance to Asha (not sure about this)
-Ghoul have Dead Flesh (more resistant to physical damage), Rage against the living (+30% damage and +2 movement when attacking living targets), and of course emotionless, undead, AtA
-You can rotate unit model out side of combat now.
-Vampire have Vampiric Embrace (drain +10% damage), Out of Time (when the vampire choose to defend, the new attack targeting it will automatically fail), teleports.
-All undead are vulnerable to light magic.
-Tactical phase is the same as HOMMV.
-Svetlana is a Level 30 Embalmer in the demo.
-Svetlana seems to have a few default artifacts/equipments (seems can't be unequipped) that levels up from lvl 1-10 granting additional bonus, not sure if all heroes have this.
Likely to be a story artifact, but I think we can expect more artifacts that can level up.
-Ghost have Incorporeal (move through obstacles, physical damage reduce by 35% I think),Death Seal (In addition to taking shadow damage, the target is flagged with 50% resurrection healing efficiency debuff for 3 turns), seems to be able to heal/resurrect friendly undead too
-Lich has no range penalty, seems to lost the Death Cloud ability And has an ability to transfer some of the damage he deals as healing to a friendly target.
-Some spells: Decay, Weakness, Quicksand, Despair, Curse of the Netherworld, Slow, Purge
Decay presumably still a DoT, Weakness presumably still reduces the damage output of a unit, Quicksand is likely to be some form of a slow, possibly in the form of a summonable terrain feature.
Despair probably ruins morale, Curse of the Netherworld might just be the same as in HV, Slow seem to reduce a unit's turn order in addition to reducing movement, Purge is probably for removing effects on a target, possibly only offensively.
-Spells now have shortcut at the bottom part for easy access
-As a side note, Svetlana max mana reach 620 Mana seems to scale differently now, spells have mana costs that can go up to 90 mana, creating a wider cost range for spells allowing for finer balance.
-Griffin Battle Dive seems to be able to track it's target now Which eliminates the "Catch-22" effect it had previously, but at the same time means that you are more likely to get the outcome you want when you use it.
Much thanks to Mytheroes for providing this list, and I hope he forgives me for butchering it a bit.
Some other things I noticed.
1)
A... "Light and Darkness" bar directly over the Paper Doll.
This seems to link to the advanced class system as previously mentioned.
This leads me to theorize that your advanced class choice is effected by how you level up your hero, depending on what kind of skills and/or abilities you select.
An alternative might be that it's effected by how you play through combat, but that seems unlikely to me.
Another alternative is that it's a separate progression track from normal leveling and based on another element entirely.
2)
Both Heroes and Units seem to have a separate stat for defense against physical damage and magical effects.
Creatures also seem to have a Spell Power stat like the Hero.
3)
The Vampire as an Elite seems to have around double the health of the Grave Ghoul who is Core.
The gap between Core and Elite seems to be along the lines of the following.
Core units now seem to have stats similar to tier 3 of HV.
Elite units seem to have stats similar to Tier 5/6 of HV.
4)
What I am presuming is a special tile has been spotted, in a fight against a single stack of Preatorians there was on odd stone circle with a crystal embedded in the ground, it's function is unclear.
In addition, a patch of glowing shrubs are seen in a later battle, I'm highly certain these are also special terrain.
5)
Portals seem to be capable of being in an "inactive state" which can be toggled based on various events, I know more then just one map maker who will appreciate this.
In addition, the portal in question had strong oriental influences when it came to the ornately carved stone, long time board lurkers might understand what I am implying here.
That will be all for now, I'm going to stalk through the video a few more times and will update this list with more interesting tidbits and theories I stumble across.
|
|
mancubus
Adventuring Hero
|
posted November 06, 2010 10:58 AM |
|
|
Very exciting news, thank you!
More than one attack animation? Love these little nuances
|
|
Geny
Responsible
Undefeatable Hero
What if Elvin was female?
|
posted November 06, 2010 11:55 AM |
|
|
My guess is that there is a special "finishing attack" animation for killing an enemy stack.
____________
DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.
|
|
Lord_Immortal
Famous Hero
DoR Dev Team
|
posted November 06, 2010 01:45 PM |
|
|
Where did you got the alpha,please?
|
|
Nelgirith
Promising
Supreme Hero
|
posted November 06, 2010 02:46 PM |
|
|
Quote: Where did you got the alpha,please?
It's the video from LaBoule from the Igromir convention in Moscow.
|
|
Alustor
Famous Hero
ooo da :)
|
posted November 06, 2010 05:11 PM |
|
|
|
TDL
Honorable
Supreme Hero
The weak suffer. I endure.
|
posted November 06, 2010 05:58 PM |
|
Edited by TDL at 18:00, 06 Nov 2010.
|
Well, there is so much information in this video alone that it makes me feel slightly down even though formerly I was a former supporter of H6.
Likes:
- H4-style detailed creature and hero descriptions: I find it absolutely lovely that icons to show off a certain creature's skills have been added, as well as a zoomed-in 3d rendition of the creature. Also, I love to be able to view a hero's screen and see the hero itself.
- Racial ability = active combat ability. Gotta love it.
- The cute adventure map: it could use some colour-down-toning as well as some more anisotrophic filtering/antialiasing (I want the game to be playable in veeery high HD as well as normally) but it looks decent altogether.
- Vampires as rather strong core units.
Dislikes:
- The over-appreciated spider aspect in Necro: as much as I find it new and interesting, I dont particularly enjoy the new look of the Liches who look like Harpy Hags
- The 4 resource model: the adventure map seems to be much more plain because of it, in spite of all the eye-candies.
- The size of the character window as well as town window: I'd like them to cover the whole screen not just a bit of it.
- Spells = abilities.
- The 3D rendition details: the critters look like from wow there... And if there is one graphics style which I hate, it is the one used there.
- The movement pointer trail: I dont like the point model. I liked the old H series trails - arrows, maze like lines. If the point model stays, make the points 3-4x denser.
Many of these may be subject to change so yeah...
Also: @ 5)
Implications may as well be right, based on Svetlana's profile. Wondering if that is ultimately true and/or if the note was intentional (Arcania's devs tried to trick people that a part of demo was in the game, may be the same with MMH6).
____________
|
|
mytheroes
Famous Hero
|
posted November 06, 2010 06:08 PM |
|
|
Quote:
- Vampires as rather strong core units.
Vampires are elite.
|
|
MrDragon
Supreme Hero
Eats people with Ketchup
|
posted November 06, 2010 06:57 PM |
|
|
Quote:
- The over-appreciated spider aspect in Necro: as much as I find it new and interesting, I dont particularly enjoy the new look of the Liches who look like Harpy Hags
Yeah it's a bit of a strong motif, toning it down a little wouldn't be a bad idea, I also don't really like the new lich that much, I wish they stayed skeletal/decayed.
Quote:
- The 4 resource model: the adventure map seems to be much more plain because of it, in spite of all the eye-candies.
It does remove a bit of the pickup variety yeah, I think it will be worth it in the long shot though.
Quote:
- The size of the character window as well as town window: I'd like them to cover the whole screen not just a bit of it.
They said they would do full town screens for the release, this was just a quick alpha version.
The character screen I'm not sure about, it does seem a bit small, with waay to much information crammed into a small space, UI changes tend to be very frequent though, I'm quite confident we'll see a change.
Diablo III's had ongodly amounts of UI changes and it's still deep in Alpha.
Quote:
- Spells = abilities.
Not sure what you mean here.
So far I've only seen one ability out of the ones the necromancer units were packing that resembled a conventional spel, and that was the Ghost/Spectre's heal/rez on ally units.
The rest all have unique abilities not replicated in ANY spell the series has had.
Quote:
- The 3D rendition details: the critters look like from wow there... And if there is one graphics style which I hate, it is the one used there.
Don't see it, and being a long time warcraft RTS gamer (starting with Warcraft: Orcs and Humans)and having played quite a bit of WoW, I'm pretty confident in being able to spot Warcraft's trademark, semi-cartoony style.
Quote:
- The movement pointer trail: I dont like the point model. I liked the old H series trails - arrows, maze like lines. If the point model stays, make the points 3-4x denser.
Agreed, it could do with some extra visibility, it's very feint.
|
|
TDL
Honorable
Supreme Hero
The weak suffer. I endure.
|
posted November 06, 2010 08:08 PM |
|
|
@ Wow style:
Anything animatronic-3D (such as teh Vampire Knight in close-up view... eww!) that is one bit reminiscent of the animated style from WoW turns me off. Other than that screen they look decent, but it is that screen itself which makes it gooey.
@ Spells = abilities.
AFAIHU, the system works in such a way that you have to invest points into spells in order to learn them/boost their effectiveness ONE by ONE, not as a whole mass like previously. They seem to be "investable", just like skill perks. May have been a wrong preconception from what people were saying.
@ Core unit.
Sorry, that was me messing up. remembered the marksman information saying Haven core unit and wrote the wrong thing.
____________
|
|
Elvin
Admirable
Omnipresent Hero
Endless Revival
|
posted November 06, 2010 08:20 PM |
|
|
They are not investable though effectiveness may be increased from other abilities.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
|
|
Aosaw
Promising
Famous Hero
Author of Nonreal Fiction
|
posted November 06, 2010 10:17 PM |
|
|
The closest resemblance I see to WoW is the color scheme of the undead units (i.e. lots of green glowy-ness) and...big shoulder pads.
Seriously. It's 2010, not 1987. Not everything has to be big and unwieldy.
But for the most part, I like the art style. The exceptions are the new Archangel (Celestial ), the upgraded Griffin, and some of the undead that I always liked being simple (liches who don't give a whit about their looks, for instance). I do like the new skeleton, though; and every time they take the art style a bit more gritty (all of the base Haven units, for example) I get excited.
|
|
xerox
Promising
Undefeatable Hero
|
posted November 07, 2010 12:04 AM |
|
|
the undead scourge in WoW is themed with frost/light blue colour and the forsaken undead with purple
I do not think they are similar.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill
|
|
Nelgirith
Promising
Supreme Hero
|
posted November 07, 2010 08:30 AM |
|
|
If you check at 1'25", you'll see that the Crossbowmen hit both the Ghosts and the Liches with their shot.
I'm wondering if it's the Crossbomwen ability that enables this or if it's because the Ghosts are immaterial.
|
|
xerox
Promising
Undefeatable Hero
|
posted November 07, 2010 12:38 PM |
|
|
I believe the crossbowman ability can shoot enemies in a line, similar to the Mages in H5.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill
|
|
archwarl0ck
Adventuring Hero
Dank memesiah
|
posted November 09, 2010 02:18 PM |
|
|
The video had been removed from the site following a request from Ubi and Black Hole. The reason is simple - the content is incomplete and some of the things shown are not ready to be revealed.
____________
I have a knack for perceiving things - I can see how it sounds, I can feel how it sings
|
|
Agent_00_BLeRD
Adventuring Hero
|
posted November 12, 2010 04:11 PM |
|
|
Why is there only 3 seconds of sound in the entire video? Or is it a problem with my codec?
|
|
Nelgirith
Promising
Supreme Hero
|
posted November 12, 2010 05:06 PM |
|
|
I think LaBoule wanted to make the video as small as possible and reduced the sound quality
|
|
|
|