The spell system was intended to include a pool of generic spells available to all factions, along with six additional schools unique to a certain faction, in a similar vein to the Rune Magic and Warcries of Ubisoft's Heroes V. Īdventure map: A fully built Necropolis town as designed by Keith Talanay. The AI was to undergo a complete rewrite from scratch, reusing no code from any of the previous games. The game was to feature more of a focus on strategic decision-making than questing, and its maps would have storylines more suited to such gameplay. Jon Van Caneghem was more closely involved in the design of Heroes V than Heroes IV, and attempted to redesign the Heroes IV engine to more fully support a pure strategy game than one with abundant roleplaying elements.
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