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This page contains the list of '''confirmed''' features in Might & Magic Heroes 7. If something is missing, please edit the page to add it. Remember to cite the source of each bit of information to ensure that we have a complete, accurate and reliable list. | This page contains the list of '''confirmed''' features in Might & Magic Heroes 7. If something is missing, please edit the page to add it. Remember to cite the source of each bit of information to ensure that we have a complete, accurate and reliable list. | ||
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+ | '''[ This page is outdated - we need a contributor to edit the page and bring it up to date ]''' | ||
===General Information=== | ===General Information=== | ||
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* Some of the resources will be linked to specific unit tiers. Some factions will need certain resources more than others, but these factions will have means to generate their preferred resources even in difficult situations - through hero abilities and town buildings. <ref name=ch_qa /> | * Some of the resources will be linked to specific unit tiers. Some factions will need certain resources more than others, but these factions will have means to generate their preferred resources even in difficult situations - through hero abilities and town buildings. <ref name=ch_qa /> | ||
* Each town will have 3 Core units, 3 Elite units and 2 Champion units. Each unit will have one upgrade. <ref name=ubi_blog /> | * Each town will have 3 Core units, 3 Elite units and 2 Champion units. Each unit will have one upgrade. <ref name=ubi_blog /> | ||
+ | * Many town structures will be common to all factions while some will be faction-specific. Building trees will be different for each faction. <ref name=ubi_blog_towndev>https://mmh7.ubi.com/en/blog/post/view/town-development-in-heroes-vii</ref> | ||
+ | * Academy towns have access to Magic Guilds earlier, and can build special buildings to improve their Magic Guilds. Haven towns have fast access to the strongest possible walls. Stronghold towns offer dwellings before more elaborate buildings. <ref name=ubi_blog_towndev /> | ||
+ | * Building prices will vary according to each faction, especially since the most elaborate buildings require rare resources, which create different needs in resources for each faction. For instance, Sylvan towns require more starsilver than most, while Strongholds rely a lot on wood. <ref name=ubi_blog_towndev /> | ||
+ | * The development chart of a town is similar to that of Heroes V, since it adds a global “town level” requirement for building new content in addition to classic resource needs and building dependencies. For instance, to build a level 2 Magic Guild, you may not only need a level 1 Magic Guild and the necessary resources, but also to lift your town to global level 12, unlocking new buildings. <ref name=ubi_blog_towndev /> | ||
+ | * The player will often need to make choices between two possible buildings. For example: building that boosts troop population vs building that boosts resource output. <ref name=ubi_blog_towndev /> | ||
+ | * There will be many buildings that support a hero in battle. <ref name=ubi_blog_towndev /> | ||
+ | * Only one town can be upgraded to capitol, just like in previous Heroes games. <ref name=ubi_blog_towndev /> | ||
+ | * Towns in heroes VII cannot be converted to other factions. This will create both challenges and strategic opportunities. <ref name=ubi_blog_towndev /> | ||
===Heroes, Skills, Magic=== | ===Heroes, Skills, Magic=== |
Contents |
This page contains the list of confirmed features in Might & Magic Heroes 7. If something is missing, please edit the page to add it. Remember to cite the source of each bit of information to ensure that we have a complete, accurate and reliable list.
[ This page is outdated - we need a contributor to edit the page and bring it up to date ]