Haha the joys of that editor. I was in the middle of making a map and gave up. Maybe I'll release it one day when I have the strength. Thanks again for being one of the last outposts of map-making... please keep it up. I enjoy your work immensely. more...
It should not have done that but the changes I made did not save to the published map. *Sigh* Tried and tested the new version...at least up to week 2. Please try it again and sorry for the inconvenience. I appreciate the feedback. more...
Author: Alexander Gagarin (Moscow, Russia), 22-03-2017 21:22
The map is very good, i enjoyed a lot, but i have 2 negatives:
1st the underground map is so dark and boring to get trought and find enemies.
the second is graiul...i couldnt get it, coz i cant reach it. The red border is no entrance, u cant go inside...I give it 10 anyway, maybe i made some mis more...
Freut mich sehr, wenn es dir viel Spielfreude gebracht hat, denn der Spielablauf ist eher unüblich und nicht jedermanns Sache.
Eine möglichst lange Spannungserhaltung bei netter Grafik war das Ziel. more...
The magic in Heroes of Might & Magic V is currently divided in 4 schools: light, dark, summoning and destructive. This may still evolve until the end of the project, but we can already give a big picture of what magic will look like in the game.
School of Light
The light magic is mainly aimed at protecting or supporting the hero’s own troops. Few spells in this school are aimed at dealing damages or causing destruction, with the notable exception of the Word of Light, which is the most powerful of them and will deal severe damages to all evil-oriented creatures (meaning belonging to the Necropolis, Dungeon or Inferno) factions.
Amongst light magic spells you will find the Teleportation spell that allows your hero to instantly move a single creature anywhere on the battlefield. This spell is very useful to armies that include slow but powerful creatures in their ranks, such as Treants for instance. It is also a spell that will come in handy against shooters, as bringing one creature in contact with an archer for instance will oblige him to switch to melee combat, where he is less efficient.
The School of Light spells include:
Blessing of Strength
Blessing of Speed
Blessing of Endurance
Blessing of Cleansing
Blessing of Might
Blessing of Evasion
Word of Light
School of Darkness
The Dark Magic is favoured by the Necromancers and the Dark Elf Warlocks. Most of the spells of this school are aimed at lowering opposing creatures’ capacities or taking control of them.
The most powerful spell is of course Curse of the Netherworld since it causes magical damage to all creatures on the battlefield except Undead and Demonic creatures.
Amongst the school of Darkness spells, you will find the Curse of Rage spell. It makes the affected stack disobey to its hero. The stack will automatically try to attack the closest creature with remote or melee attack causing heavier than normal damage. This spell is very useful when you want to distract or inflict damages to opposing casters, it is also a powerful tool to spread confusion within the enemy’s ranks when his stacks are packed…
The list of School of Darkness spells include:
Curse of Rage
Curse of Blindness
Curse of Weakness
Curse of Vulnerability
Curse of Confusion
Curse of Enslavement
Curse of Weariness
Curse of the Netherworld
School of Summoning
The school of Summoning is mainly focusing on increasing the number of stacks on the battlefield, by duplicating, summoning or resurrecting troops. Few spells are dedicated to dealing damage or lowering abilities
Amongst the School of Summoning spells, we have the Phantom Forces spell, allowing a hero to create a Phantom, an illusory copy of the target stack which looks and acts as a mirror image. The Phantom will disappear once the battle is over, or if it is attacked once by an enemy stack, regardless of the damages inflicted. Of course, this spell can be cast only on a friendly stack.
This spell is very efficient when you have an army made of casters or shooters braving stacks of melee units because it multiplies your range attacks.
The list of School of Summoning spells include:
Vessel of Shalassa
Fist of Wrath
School of Destruction
The School of destruction manifests as blasts of pure destruction. Most of the spells aim at dealing damages or causing destruction, at an high extent. These spells are based on Ice or Fire components.
Amongst those spells, you will find chain lighting spell. It causes magical elemental damage by lightning to four units, starting with the targeted stack then spreading to the nearest ones on the battlefield, including friendly troops. The farther the unit is positioned on the Initiative Bar, the less damage it suffers.
This spell is great when you have enemies you cannot reach or when you have creatures with low initiative that stand far away on the Initiative Bar(Golem or Treants for instance).