The rebirth of the Heroes of Might and Magic gameplay, specifically the 3rd after ubisoft killed it off a decade ago with 6 and 7 and the incredibly bad 'HD' remaster of 3
Built in unity, looking like the 2.5HD (without the polygons though) fad brought in with Octopath with some very nice animation which invokes the timeless world map of HoMM3, while the combat also looks just as nice. Out of early access for version 1, so we're now getting a complete game, 4 campaigns to choose from which are similar to the story progression of the HoMM games, single game mode called conquest for pre-made dev/community maps, Multiplayer hotseat, co-op and vs, and map/campaign editor.
So what is a Heroes of Might and Magic like? It's a medium level strategy game Civilization meet FF tactics, while doesn't have the economic depth of x4s like Stellaris/Civ/EuropaU, there is enough to churn out gold and upgrades to build your generals, towns and armies up, while it brings more to the combat with a hex grid turn based tactics which would be similar to a final fantasy tactics. You take turns to move around large map with your general called a wielder in this game, take resource nodes, find treasure/gear, gain exp, get into battles and build up your home town, hire new wielders and soldiers.
Key differences i've found so far are the heavy use of magic in combat and troop limits/world monster increases. Starting with the easy one, troop limits at least in the first campaign sit around 20-60 units per platoon and 3-6 platoons per company(wielders army) which means there is a hard limit to zerg rushes and in turn enemy world spawns no longer increase per week which is a change i really like. Magic no longer uses a limited MP pool, it starts with default amount of magic split by 5 types with the starting amount depending on the wielders affinity and any upgrades from your town or resource nods found on the world map, then replenishes a small amount in all 5 types after a turn ends, which leads to promoting casting spells at least once per turn (at least at beginner levels of spell cost) throwing out stuff like defence buffs or cutting the enemies range in half for 2 rounds (very useful against archers). Other little additions are opportunity of attack for units moving in and out of attack range, and high ground increasing range, strangely the defend action is missing, but with the low cost of protection spells you can afford cast it on a advance unit.
I do miss the sound the effects of classic HoMM3, there a bit plain here and the music just there, nothing outstanding. In all i'm really enjoying the game, and i'm looking forward to seeing the other unit types and how tough enemy wielders are with a town behind them.
Built in unity, looking like the 2.5HD (without the polygons though) fad brought in with Octopath with some very nice animation which invokes the timeless world map of HoMM3, while the combat also looks just as nice. Out of early access for version 1, so we're now getting a complete game, 4 campaigns to choose from which are similar to the story progression of the HoMM games, single game mode called conquest for pre-made dev/community maps, Multiplayer hotseat, co-op and vs, and map/campaign editor.
So what is a Heroes of Might and Magic like? It's a medium level strategy game Civilization meet FF tactics, while doesn't have the economic depth of x4s like Stellaris/Civ/EuropaU, there is enough to churn out gold and upgrades to build your generals, towns and armies up, while it brings more to the combat with a hex grid turn based tactics which would be similar to a final fantasy tactics. You take turns to move around large map with your general called a wielder in this game, take resource nodes, find treasure/gear, gain exp, get into battles and build up your home town, hire new wielders and soldiers.
Key differences i've found so far are the heavy use of magic in combat and troop limits/world monster increases. Starting with the easy one, troop limits at least in the first campaign sit around 20-60 units per platoon and 3-6 platoons per company(wielders army) which means there is a hard limit to zerg rushes and in turn enemy world spawns no longer increase per week which is a change i really like. Magic no longer uses a limited MP pool, it starts with default amount of magic split by 5 types with the starting amount depending on the wielders affinity and any upgrades from your town or resource nods found on the world map, then replenishes a small amount in all 5 types after a turn ends, which leads to promoting casting spells at least once per turn (at least at beginner levels of spell cost) throwing out stuff like defence buffs or cutting the enemies range in half for 2 rounds (very useful against archers). Other little additions are opportunity of attack for units moving in and out of attack range, and high ground increasing range, strangely the defend action is missing, but with the low cost of protection spells you can afford cast it on a advance unit.
I do miss the sound the effects of classic HoMM3, there a bit plain here and the music just there, nothing outstanding. In all i'm really enjoying the game, and i'm looking forward to seeing the other unit types and how tough enemy wielders are with a town behind them.
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