A hivatalos H5 fórumon találtam ezeket a híreket. Nem tudom, mennyire pontosak, mivel a hsz-t november elején írták (bocsi, hogy angolul van, de nincs türelmem lefordítani az egészet - talán majd jitay

).
- There will be both a random map generator and a map editor.
- Like other recent Nival games, Heroes V will probably be available in both DVD and CD editions.
- There will be the hotseat mode and several multiplayer modes.
- There will be 6 towns.
- The game will feature both new and some existing heroes.
- Heroes of some classes will be able to directly participate in combat.
- Nival will probably release a "fansite construction kit" (buttons, frames, logos etc.) sometime closer to the game release date.
- There is no Heroes IV-style separation of melee and ranged attack types.
- There will be no restrictions against Heroes III-style troop chains.
- Each faction has 7 total creatures.
- Every creature has a basic and upgraded version, like in Heroes III.
- There will be the underground level.
- Unit population will grow weekly.
- Armies will not be able to move without a hero.
- There will be no Heroes IV-style alternate dwelling construction system.
- Most of the developers are Heroes fans, and many of them participated in championships.
- The battlefield size will vary depending on the number of stacks present.
- While the heroes and creatures themselves will be 3D, their portraits will be hand-drawn.
- The players will be able to perform all actions with the mouse, not using the keyboard.
- There will be no caravans.
- Unit stacks will not gain experience.
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- Morale and its negative effects will remain.
- There will be many movies throughout the game, and most of the story will be told through them, not the text.
- It will be impossible to demolish a town and rebuild it as a town of another type, simply because it makes no sense to build a human town on a necromancers' land.
- The trace left by a hero will allow the player to determine the hero's direction, race and strength.
- Heroes defeated in combat will "feel very bad" because of physical and moral wounds.
- The battlefield size won't depend on troop types (melee/ranged/etc.)
- The player will be able to rotate and zoom the camera in all three modes - adventure map, town map and battle.
- Mutual hatred of some creatures (like angels/devils) will be back.
- Unlike Heroes IV, the castle building affects population growth.
- Artifacts worn by a hero will not be visible, because "the computer can go mad computing all this".
- The combat grid will be available.
- Every hero will have unique abilities.
- There will be a single storyline with all the campaigns connected.
- There were some writers hired for campaign creation.
- The game's primary language version (during development) is English, as they have to consult with Ubisoft.
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- The Russian and English demo versions will be released simultaneously.
- Steve Fawkner, the creator of the Warlords series, is acting as a game mechanics consultant, and Rob King is really writing music for Heroes V.
- Some light on the Heroes V magic system will be brought in 2-3 weeks.
- There will be war machines (ballista, first aid tent, etc.)
- There will be artifacts that give bonuses to experience gain.
- The Academy town will be able to create mini-artifacts for units.
- There will be some hero abilities that bring some randomness to spell usage (if the caster has a low magic level, strong spells may fail or even turn against the caster's army.
- There will be water.
- Like in earlier games, heroes will lose all their turns when boarding or unboarding ships.
- There will be neutral monsters.
- Stacks can only be divided on the global map, not on the battlefield.
- There will be two distinct parameters called "initiative" and "speed".
- Every stack has its own turn periodicity. After activating Defend, the stack gains +30% to Defense until the next turn, and the time to wait until the next turn is halved.
- The hero also waits for a turn and can only flee/surrender when active.
- Dragons occupy 4 battlefield grid cells.
- The Wraith's Harm Touch ability doesn't depend on the number of Wraiths in stack.
- Horned Overseers can commit a suicide explosion.
- Archers lose the area attack ability after upgrading to Marksmen.
- Units resurrected by Angels remain after the battle.
- There will be a Civilopedia-style in-game help.
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- Hexagonal tiles will be replaced with squares.
- Contrary to what was said before, the final decision is that there will be no old heroes from previous games.
- Mapmakers most probably won't be permitted to change AI parameters or implementation. Players should trust Nival's AI programmers.
- While the primary language is English, they have already begun translating the game into Russian. The English and Russian versions of the game itself, not only the demo, will be released simultaneously.
- The magic system will not be tied to factions. Details will be revealed in November.
- There will be Grail.
- The demo version will be released well before the game.
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- There will be no race-, skills-, or level-based restrictions on artifact usage.
- There will be no "hidden" hero level-dependent artifact properties.
- There will be no "cursed" artifacts that cannot be taken off from a hero.
- It is possible to suspend a hero's turn for half an initiative period to allow the enemy hero with lower initiative to make their turn first.
- Sea creatures will only give bonuses/penalties and won't engage in battles with the hero.
- There will be no Warlords 3-style post-victory statistics that would show how many boats a player sunk, how many times the game was saved etc.
- Each race has its own unique skill (like Necromancy in previous Heroes games). The diplomacy skill will be more balanced.
- A diagonal move equals 1.5 horizontal/vertical moves.
- The maximum display resolution is most likely to be 1600*1200.
- Mages of each castle have different spell sets and different abilities. There will be no summoning, shapeshifting and healing abilities for Druids; there will be no "raise dead" ability for Liches; there will be no "create illusions" ability for Mages or Genies.
- They will not change the number of spells per spellbook page. More than 3 per page (6 per screen) would result in their names becoming unreadable.
- The Phoenix will be in the game. However, it is unknown yet if it will be a neutral or summonable creature.
- There are global map teleportation spells. Normally, heroes cannot fly, but under certain circumstances...
- Hero specializations will be rather trivial, not like Gelu's ability to upgrade Elves to Sharpshooters.
- There will be no guns or mechanical dragons.
- At this stage, creatures bleed in the game.
- Heroes' primary skills are Offence, Defence, Spell Power and Knowledge, but these names are not final.
- Dead heroes can be hired again in taverns, like in Heroes III.
- There are no creatures capable of climbing walls.
- It is impossible to put shooters on walls.
- There will be no optimization for Sli video cards.
- A unit with higher initiative can make more turns than a unit with low initiative in the same timespan.
- There will be no potions.
- There is nothing wrong with the half-nakedness of Dungeon females, and they won't result in the game's rating being raised from Teen to Mature. Of course, it is becoming common to find adult material in everything, even in old cartoons. Speaking of the rating, some people consider Xena's outfit abnormal, even though XWP is supposed to be a teen series.
- There will be no separate defense improvements besides the Fort-Citadel-Castle line.
- There are units that are absolutely superior to other units of the same level.
- Most cutscenes are done with the game engine, not cinematics.
- Players can leave troops to guard mines.
- More than two heroes cannot participate in combat.
- The hero experience system will be explained in late November or early December.
- There will be maps larger than 144*144.
- Models for the game are created in Maya.
- Artifacts can be sold.
Van egy-két érdekes dolog. Érdemes végigolvasni
