Here comes our 2nd full faction reveal. Even though we have so much more in store for you within the next few weeks, we would like to already wish you Happy Holidays! Don't forget to wishlist Heroes of Might & Magic: Olden Era now: store.steampowered.com/app/3105440/Heroes_of_Might__Magic_Olden_Era
It would be so cool if the animation for the Infiltrators were actually hit and runs instead of stopping between each animation, like they'd come out of invisibility for just a second, still running, make their attack, then go invisible again before making it back to their starting point. Or even if they had the option to hit someone on the way to another spot, sorta like the grim riders from hommv
@@unfrozenofficial I think @absoluteidiotslive9978 is referring to the hit and run. The animation seems too long. When exiting the teleportation smoke it should already be in a ready to strike stance, just like the shadowstrike's shadow. after hit there's no need for the turn around animation, after the retreat again no need for the turn animation. Smoke animation at origin hex -> smoke animation near the target hex-> infiltrator emerges -> as smoke clears it attacks -> step 1&2 in reverse order...
@@unfrozenofficial I think what he meant is that the pauses between each animations in the hit and run stance make it less a hit and run and more a normal attack. It would be cooler if everything was smooth, appearing, hitting and running without any pause in the animation.
@@unfrozenofficial It just takes way too long (because of every pause there is in the hit and run animation, every part of it is just slow and stop after every sequence). It's cool the first few times, but if this is a core unit and is in almost every dungeon game I don't want to wait an eternity for those animations to end every time.
As a dungeon main I couldnt have been more happier, definitely did the faction a justice with all those eye candies. All of the units look and feel really powerful to use just by their animation. City also looks great, very atmospheric. Great, great job. Also it feels really great to be the grand unifier as Dungeon, a normally evil faction. Really underlines the threat of the story (whatever it may be).
@@antalpoti Wizards of the Coast, since beholders were invented for Dungeons & Dragons. I saw one of the HoMM3 devs say that they used beholders without knowing the copyright situation and that they got lucky that it apparently went under the radar
Amazing reveal, super excited for more! One little bit of criticism, this time the unit showcase felt a bit too swiftly paced, it was difficult to appreciate both the animation and read the units description. Perhaps the unit's animation could be played twice, so there's a bit more time to take in the details? Oh, and also - will there be a way to speed up animations during the game? The infiltrators teleport ability looks absolutely boss, but I like to play the smaller fights against neutral units more swiftly so I thought it would be neat if there was a way for one to speed up the longer animations. But nonetheless, I'm absolutely hyped for this, Merry Christmas to all of you, too! ❤
Thank you very much for the kind words, Merry Christmas, soon :D ! Animations will have a toggle in game, where you can go faster or keep them slower, to your preference!
It's looking great but the dragon looks a bit chunky for me. I was hoping for a more HoMM5 type of dragon with small and slim body compared to wings. And i really hope that the T3 creatures are beholders.
Я соглашусь с некоторыми комментариями Броня на черных драконах выглядит немного громоздко (особенно нагрудник в виде лица, какого-то крутого эльфа) Я понимаю, что «гигантизм» в фэнтези/фантастика жанрах это база Но этот нагрудник выглядит как что-то, что мешает дракону Что-то типа парадной сабли, которую цепляли на праздниках для красоты, а в бой уже шли с настоящими боевыми
Those dragon flames are amazing. The city looks alive and beautiful. The classic style fits perfectly with the creatures. All that remains is to polish details. Very good work.❤
Couple of notes from design perspective: 1) The same issue as with necropolis - many units don't follow color schemes, => the visual unity and belonging of the faction is lost 2) The hit and run animation is expected to be more... seamless and dynamic at least? Right now it seems way too stiff and "woody" with all that pauses between each segment of the action 3) Medusa's snakes wobbling randomly in all directions seems a bit... goofy, as if they're confused and try to escape the head. Them pointing in the same direction as Medusa's eyes is more logical Apart from that - looking forward to see what's next! Happy festives!
I dunno i get a different feeling. 1) The scheme seems close enough to indicate one faction and i rather have it this way to be able to indicate which upgrade path which unit took at a glimpse rather than mouse over everything. 2) True 3) medusa snakes being wobly makes her much scarier as you realize snakes see different angles etc, as well as make the petrification skill scarier because of a sudden focus on you by everything
@@nerfedirl regarding the first point that's exactly what I meant - so that each lineup of the faction (unupgraded units, upgrade v.1 and v.2) has its own color scheme to be recognizable visually as a whole (check HoMM 5, for example). If we look at the current roaster (e.g. upgrade v.1), troglodyte has red and minotaur - golden color palette, while the rest follow violet color palette. The same goes for v.2, where troglodyte is green-blue, Medusa is golden and infiltrator - blue, while the rest of the units follow clear reddish pattern (crystalic even)
@ so if we take the red scheme of v1 of troglodyte and minitaur they match up fine with v2 of the rest of the faction and vice versa. As i understand noone said you need to take all units v1 or v2 therefore imo the color schemes are fine
it was previoulsy revealed, and i got bad new for you it's not a beholder, however the secret 6th faction seem to have some sort of beholder in the roaster
It seems like the main faction mechanic of the Dungeon is a fighting style which gives different ways to attack at the cost of damage. Necropolis has Necromancy including with the creatures themselves. I wonder what the other 4 faction mechanics are
The dungeon faction town screen does indeed look nice. Initially I was a bit mixed with the art style of the town screens in general, but has the art been updated a bit now since the initial reveal of this game? I felt that this town screen had a tad less of that "cartoony vibe" compared to the initial reveal of the human faction town screen, but that might just be me. I clearly see the benefit of not adapting the realistic artstyle of Heroes 3, as this being a fully 3D game (although with a 2D perspective in many areas), Olden Era could potentially be a massive resource hog if it went with an artstyle akin to Heroes 3 but with polygonal 3D graphics. What's cool with the game utilizing 3D graphics, is the ability to zoom in without a major loss of detail as well as rotating town screens.
I agree, Heroes V had the problem of filling the roster with so many of the same creature type (ie. Dungeon had a ranged elf, melee elf, mounted elf, and magical elf, the Dwarf Fortress was even worse, with a melee dwarf, ranged dwarf, different melee dwarf, mounted dwarf, magical dwarf and giant dwarf.) I think you can get away with this for humans, maybe because the Knight/Castle/Haven faction sorta represents the fantasy of "how would sorta-ordinary humans stand up to fantasy creatures", or maybe because we more easily accept the different humans since we ARE humans ourselves, I dunno.
Мне кажется или разные направления апгрейда существ тут не очень заметны? Да, они наверняка различаются по пассивкам, кроме Инфильтратора у остальных как будто особая атака остаётся одной и той же. У всех трёх драконов - дыхание по конусу, у всех трёх гидр - атака всех вокруг. По-моему, у некрополиса разнообразие в разных ветках одного существа было больше, не говоря как сильно отличались в пятой части те же Архангелы и падшие ангелы.
Здорово! Мне все очень понравилось, как всегда вы большие молодцы! Со времен Героев 3, думаю, это лучшее Подземелье которое было. Мне нравится что в отличие от версий Подземелья из Героев 5, 6 и 7 у вас все юниты разные, а не 4 эльфа. Если юнит из 3го тира будет эльфом, я бы хотел чтобы он максимально сильно отличался от тира 2, так как здорово когда в замке разные сказочные существа (возможно такое мнение не широко распространено, но все же). Также хотел бы отметить, что волосы на арте у героя медузы (Ylwari) на мой взгляд лучше чем у моделек юнитов, там змеи прям топорщатся, не похожи на прическу. А еще Черный и Пепельный драконы суперкрасавчики, и все гидры тоже. К Гидре прям уникальный подход получился и очень очень удачный. Было бы здорово чтобы третьим тиром вернулись гарпии, а мантикоры и бехолдеры были связанными с замком нейтральными юнитами
If the game pays homage to H2 & H3 and replicates many of its strengths in a modernised version then this game is gonna be a killer! Looking great so far, especially love the adventure map and the design of the units, towns is awesome too!
Amazing reveal. The town screen design is one of the best in the series history, if not the best. Now just add wizards (tower) and barbarians (stronghold) to the fuctions roster (could be a dlc, i dont care as long as we get them) and i'm a happy guy.
I'm really curious to know if there is a T8 tier for Dungeon and what is it if there is one, alongside the fact that you keep hiding the T3. what could it be ? Eyes maybe ?
Can't wait for Temple. It's my favourite faction. Also if possible to make it less cartoonish and make it more realistic like heroes3. Can't wait for the release❤
Ooh I love the medusa designs! Definitely my favorite unit of the rooster so far Also, curious about the tier 3 unit. Guessing it is being changed from the H6 style Charkram dancer to something else
A very nice compromise/synthesis of the Heroes 3 and Heroes 5 incarnations of Dungeon, with some nice callbacks to Heroes 1 and 2 warlock town as well.
Please give us some way to appreciate the models like in Homm5. I loved the fullscreen shots of the units when recruiting them. It would add another layer of immersion while showing off your amazing designs and all the lovely detail you put into them, which cannot be clearly seen in the battles.
I guess it's a solid classical lineup. I hope 3rd level is not something "dark elf doing this" or "dark elf riding that".Maybe area effect attacks could be smaller in area so that the damage does not get dilluted in terms of damage. Otherwise I am happy with it generally.
Agreed with everyone saying the Infiltrator's hit-and-run animations are too choppy/not seamless. No, it's not a matter of in-game speed, devs, it's a matter of animations not flowing from one to another. Personally, I'd love it if the unit didn't turn around after attacking and instead just took a step back and teleported to it's original hex. Also, does anyone else feel the dragons look wonky? They make me think of World of Warcraft and not in a good way. Would prefer them without armour, slimmer and with deeper colours.
I can accept the cartoony models, but I am unsure about the colour scheme. I can't really picture all the units in a line without it seeming all over the place. My favourite game in the series in terms of colour and vibrancy is HOMM2, I think that nails the colourful, yet unified faction design perfectly.
@@Demonancer Actually the hydra was given to dungeon as far back as HOMM4 (the fuction was called Chaos /Asylum), while fortress as a fuction went MIA ever since. Would be cool to see fortress revived and see Unfrozen take on it, im sure they will do a great job with them as they did with the fuctions so far. (though my personal priority for new fuctions are tower and stronghold).
@@alexdeitch259 I know Dungeon has had it for a while, but I was *hoping* that since Olden Era was sorta going back to the roots of 2/3 that they would give it back to Fortress. The fact that they didn't means its not likely I'll get my Lizardmen again, unless they redo the roster
@@Demonancer though its unlikly that we see fortress again, i wouldent lose hope for it to happen just becase hydra is back to be a dungeon unit. All current factions had their rosters redone to some extent, some more then others. Ultimtly its the developers decision. There is nothing to prevent them from reviving fortress if they want to, hydra or not...
Очень круто, но анимация блинка странная и медленная. Почему персонаж тратит время на повороты? Прыгнул - ударил - вернулся. Зачем повороты? infiltrator не должен поворачиваться спиной к врагу - прыгнул - ударил - ушёл. Зачем этот поворот?
Side comment, I know you guys have been using past games’ music but assuming new OST is coming as well? Side note to the side note, any chance we could choose which games OST we want to use? Being a huge HoMM2/3 fan this would be amazing (obviously homm2 tracks would need some remastering but 3 would work fine!)
Love the portraits of the heroes! Also, are they riding on GORGONS!? Thats so fricking awesome! Love how Dungeon is shaping up! Still hope that the new tier 3 unit will be a Dark Elf! Maybe some kind of arcane archer to pay homage to the Dark Elf class of MM8? :3
this is how HOMM5 should have look!!!!! for me personally the saga ended after HOMM4 so this is a pure resurrection, nice come back to origins guys, im gonna buy it for sure
I believe that infiltrator animations needs to be like 10% faster, people will get annoyed by long animations. And I absolutely love Dragon animations. Other units seem fine, except may be petrify effect needs some work, it looks like someone dumped a bucked of dirt instead.
Hydra has been Dungeon or Dungeon equivalent in every game except 3. It was Warlock in heroes 1 and 2, Asylum in heroes 4, and Dungeon in heroes 5 and 7
Infiltrator stopping for second or so after teleporting in Hit and Run is very anticlimatic, it doesn't feel like hit and run at all, shadowstrike feels more like hit and run than hit and run. it's just too slow and i don't understand why does it have to be Move>stand>attack>move, instead of just Move/attack>move back
Is there hope for the T3 Dark Elf unit being replaced with something better than that "Chakram Thrower" from Heroes 6? I hated that unit's ridiculous concept in H6 and I'd hate to see it here but the previous videos did show an exact copy of that unit as Dungeon's T3.
Yeah, it was kinda silly, and I say that as someone that enjoy's H6 dungeon. Personally hope they stick with a dark elf unit, perhaps a duel crossbow one like in Heroes 7 but actually doing the concept justice
@@unfrozenofficial Some kind of "Arcane Archer" type Dark Elf unit combining sorcery and archery would be a nice nod to how the Dark Elf class functioned in Might & Magic 8.
Christmas came early this year! 🎉❤🎄 This reveal was absolutely amazing and I am extremely greatful for the insane hours of hardwork you guys put into this! An amazing gift, that's what this was! Merry Christmas and have a jolly time with your family and loved ones!
Can't wait to try the game, really impressive work. Also if you don't mind a small feedback - I'd be really glad if enemy units after being turned into stone by medusa would behave a bit more petrified - like not move I mean, anyways great job on the game, thank you Dear Devs.
Animations are still unpolished. The infiltrators attack is far too much of a flourish, should be more subdued. The dragon flames don't look synchronised to its movements.
Hello, the game looks fantastic. I have a doubt with the "fighting style", in the description of the units they mention that in the case of the "sulphurous attack" dragons, the area damage would be less than normal damage, right? Is there a free choice between normal attack and fighting style? With what has been shown, the game seems very promising to me 😁. Greetings.
I really love the looks and animations on units, all feel really slick. Though I hope that infiltrator animations gonna roll more fluidly, singular exception as he feels little bit awkward - though that spectral attak on one upgrade was neat, just great! Love the style overall. Merry Chris to you too guys!
Ну это моментальная покупка ребята. Хоть моя любимая часть это 4-я, как не странно, но в целом все игры серии я заиграл до дыр. И разумеется Олден Эру моментально куплю максимальное издание, как минимум ради поддержки разработчика. Тем более Иратус был вполне неплохой игрой, давший кредит двоерия Вам.
Good work. My concerns so far were : - infiltrator turning their back to the ennemy after using hit and run (already answered to someone else) - petrification (already answered to someone else) - dragon being kinda small compared to a footman ? This one could just be me. Maybe it's intented, it is NOT a problem. - not on this video but bloodless creatures having the "bleeding" visual effect after being attacked like skeleton, wight and most likely elementals. Not sure if it's worth all the extra work to add specific "blood" to some creatures such as dust.
Everything looks amazing, I can't wait to play it! One minor feedback. Maybe the "hit and run" Infiltrator attack should be speed-up a a bit , or simplified.
Here comes our 2nd full faction reveal. Even though we have so much more in store for you within the next few weeks, we would like to already wish you Happy Holidays!
Don't forget to wishlist Heroes of Might & Magic: Olden Era now:
store.steampowered.com/app/3105440/Heroes_of_Might__Magic_Olden_Era
Merry Christmas
It would be so cool if the animation for the Infiltrators were actually hit and runs instead of stopping between each animation, like they'd come out of invisibility for just a second, still running, make their attack, then go invisible again before making it back to their starting point. Or even if they had the option to hit someone on the way to another spot, sorta like the grim riders from hommv
Thank you for the nice feedback. We will consider it, even though they already do have a hit and run back attack stance.
@@unfrozenofficial I think @absoluteidiotslive9978 is referring to the hit and run. The animation seems too long.
When exiting the teleportation smoke it should already be in a ready to strike stance, just like the shadowstrike's shadow. after hit there's no need for the turn around animation, after the retreat again no need for the turn animation.
Smoke animation at origin hex -> smoke animation near the target hex-> infiltrator emerges -> as smoke clears it attacks -> step 1&2 in reverse order...
@@unfrozenofficial I think what he meant is that the pauses between each animations in the hit and run stance make it less a hit and run and more a normal attack. It would be cooler if everything was smooth, appearing, hitting and running without any pause in the animation.
@@unfrozenofficial It just takes way too long (because of every pause there is in the hit and run animation, every part of it is just slow and stop after every sequence). It's cool the first few times, but if this is a core unit and is in almost every dungeon game I don't want to wait an eternity for those animations to end every time.
It's too slow. It should be almost as smooth and fast as ranged attack.
The city and portraits look so gorgeous omg
Glad you like the designs!
Great stuff, but that Petrification effect really needs work. Why not actually freeze the enemy model instead of placing a...dust cloud on it?
Personally I think its a placeholder. They don't have yet done buff and debuff textures.
As a dungeon main I couldnt have been more happier, definitely did the faction a justice with all those eye candies. All of the units look and feel really powerful to use just by their animation. City also looks great, very atmospheric. Great, great job.
Also it feels really great to be the grand unifier as Dungeon, a normally evil faction. Really underlines the threat of the story (whatever it may be).
I hope T3 is Beholders and not just more underground elves
@@LoLaSn Beholders are gonna be tricky, because I think they're technically copyrighted and I'm not sure Unfrozen is gonna risk it
@@KailynnKat copyrighted by whom?
@@antalpoti Wizards of the Coast, since beholders were invented for Dungeons & Dragons. I saw one of the HoMM3 devs say that they used beholders without knowing the copyright situation and that they got lucky that it apparently went under the radar
@@KailynnKat very interesting, I didn't know this.
I hope you guys can be successful enough to yoink the the Franchise, HoMM deserves another chance
The most important unanswered question is: who's the music composer for the game?
This was supa dupa great reveal! Thank you!
After HoMM3, these creature models are the best for me, respecting the previous versions. I am very excited about this game
nothing is respected...armour on dragons ? why ?
@@gambikules to boost their defense
Loved those units, curious to see tier 3. Though I wish Black Dragon was a bit "blacker".
Hey, thats racist towards Dragons. This is a PC game from Biden's France
Just wishlisted it. As an OG fan, this is the closest newer heroes have come to HOMM 3 and I love it
Amazing reveal, super excited for more!
One little bit of criticism, this time the unit showcase felt a bit too swiftly paced, it was difficult to appreciate both the animation and read the units description. Perhaps the unit's animation could be played twice, so there's a bit more time to take in the details?
Oh, and also - will there be a way to speed up animations during the game?
The infiltrators teleport ability looks absolutely boss, but I like to play the smaller fights against neutral units more swiftly so I thought it would be neat if there was a way for one to speed up the longer animations.
But nonetheless, I'm absolutely hyped for this, Merry Christmas to all of you, too! ❤
Thank you very much for the kind words, Merry Christmas, soon :D ! Animations will have a toggle in game, where you can go faster or keep them slower, to your preference!
@@unfrozenofficial I think they meant it was too fast for them in the video :)
the townscreen camera movement is a bit chaotic, BUT those flying lizards filling the cave make it so alive! Amazing job on that!
It's looking great but the dragon looks a bit chunky for me. I was hoping for a more HoMM5 type of dragon with small and slim body compared to wings. And i really hope that the T3 creatures are beholders.
Я соглашусь с некоторыми комментариями
Броня на черных драконах выглядит немного громоздко (особенно нагрудник в виде лица, какого-то крутого эльфа)
Я понимаю, что «гигантизм» в фэнтези/фантастика жанрах это база
Но этот нагрудник выглядит как что-то, что мешает дракону
Что-то типа парадной сабли, которую цепляли на праздниках для красоты, а в бой уже шли с настоящими боевыми
i'm so hyped right now !! thank you guys !
Those dragon flames are amazing. The city looks alive and beautiful. The classic style fits perfectly with the creatures. All that remains is to polish details. Very good work.❤
I am kinda sad that the Red Dragon looks way cooler then it's upgrades.
Couple of notes from design perspective:
1) The same issue as with necropolis - many units don't follow color schemes, => the visual unity and belonging of the faction is lost
2) The hit and run animation is expected to be more... seamless and dynamic at least? Right now it seems way too stiff and "woody" with all that pauses between each segment of the action
3) Medusa's snakes wobbling randomly in all directions seems a bit... goofy, as if they're confused and try to escape the head. Them pointing in the same direction as Medusa's eyes is more logical
Apart from that - looking forward to see what's next! Happy festives!
I dunno i get a different feeling. 1) The scheme seems close enough to indicate one faction and i rather have it this way to be able to indicate which upgrade path which unit took at a glimpse rather than mouse over everything.
2) True
3) medusa snakes being wobly makes her much scarier as you realize snakes see different angles etc, as well as make the petrification skill scarier because of a sudden focus on you by everything
@@nerfedirl regarding the first point that's exactly what I meant - so that each lineup of the faction (unupgraded units, upgrade v.1 and v.2) has its own color scheme to be recognizable visually as a whole (check HoMM 5, for example).
If we look at the current roaster (e.g. upgrade v.1), troglodyte has red and minotaur - golden color palette, while the rest follow violet color palette. The same goes for v.2, where troglodyte is green-blue, Medusa is golden and infiltrator - blue, while the rest of the units follow clear reddish pattern (crystalic even)
@ so if we take the red scheme of v1 of troglodyte and minitaur they match up fine with v2 of the rest of the faction and vice versa. As i understand noone said you need to take all units v1 or v2 therefore imo the color schemes are fine
I hope the tier 3 is the beholder, one of my favorite units
it was previoulsy revealed, and i got bad new for you it's not a beholder, however the secret 6th faction seem to have some sort of beholder in the roaster
Dungeon castle on map looks like... Not a castle, more like a fort.
It seems like the main faction mechanic of the Dungeon is a fighting style which gives different ways to attack at the cost of damage. Necropolis has Necromancy including with the creatures themselves. I wonder what the other 4 faction mechanics are
won't be too long for the next one :>
@unfrozenofficial can't wait!!
Armor on a dragon doesn't feel right, it's a dragon
Heard of scales?
@@RAMB0VI That's obviously human-made armor, not scales. No need to try to justify design choices for them, I'm sure they can do it themselves!
THANKS GOD THOSE ARE NOT SOME UNDERGROUND ELVES ON DINOSAURS!!
I loved these too, still it's nice to see something different this time!
It was a nice attempt to make Dungeon less a mix of underworld creatures and more of a nation
Can't help but feel that 5 was trying to make a callback to Warhammer Fantasy's Dark elves with that unit.
The dungeon faction town screen does indeed look nice. Initially I was a bit mixed with the art style of the town screens in general, but has the art been updated a bit now since the initial reveal of this game? I felt that this town screen had a tad less of that "cartoony vibe" compared to the initial reveal of the human faction town screen, but that might just be me.
I clearly see the benefit of not adapting the realistic artstyle of Heroes 3, as this being a fully 3D game (although with a 2D perspective in many areas), Olden Era could potentially be a massive resource hog if it went with an artstyle akin to Heroes 3 but with polygonal 3D graphics. What's cool with the game utilizing 3D graphics, is the ability to zoom in without a major loss of detail as well as rotating town screens.
the art style for towns has indeed been updated since the initial trailer.
I hope the tier 3 unit is not another dark elf, I hope it's the beholder or something similar.
I agree, Heroes V had the problem of filling the roster with so many of the same creature type (ie. Dungeon had a ranged elf, melee elf, mounted elf, and magical elf, the Dwarf Fortress was even worse, with a melee dwarf, ranged dwarf, different melee dwarf, mounted dwarf, magical dwarf and giant dwarf.) I think you can get away with this for humans, maybe because the Knight/Castle/Haven faction sorta represents the fantasy of "how would sorta-ordinary humans stand up to fantasy creatures", or maybe because we more easily accept the different humans since we ARE humans ourselves, I dunno.
That being said, this dungeon already has more creature diversity than Heroes V dungeon had, so it's already off on a good course.
@@nakenmil whats wrong with same creature type though?
Мне кажется или разные направления апгрейда существ тут не очень заметны? Да, они наверняка различаются по пассивкам, кроме Инфильтратора у остальных как будто особая атака остаётся одной и той же. У всех трёх драконов - дыхание по конусу, у всех трёх гидр - атака всех вокруг. По-моему, у некрополиса разнообразие в разных ветках одного существа было больше, не говоря как сильно отличались в пятой части те же Архангелы и падшие ангелы.
Здорово! Мне все очень понравилось, как всегда вы большие молодцы! Со времен Героев 3, думаю, это лучшее Подземелье которое было. Мне нравится что в отличие от версий Подземелья из Героев 5, 6 и 7 у вас все юниты разные, а не 4 эльфа. Если юнит из 3го тира будет эльфом, я бы хотел чтобы он максимально сильно отличался от тира 2, так как здорово когда в замке разные сказочные существа (возможно такое мнение не широко распространено, но все же). Также хотел бы отметить, что волосы на арте у героя медузы (Ylwari) на мой взгляд лучше чем у моделек юнитов, там змеи прям топорщатся, не похожи на прическу. А еще Черный и Пепельный драконы суперкрасавчики, и все гидры тоже. К Гидре прям уникальный подход получился и очень очень удачный. Было бы здорово чтобы третьим тиром вернулись гарпии, а мантикоры и бехолдеры были связанными с замком нейтральными юнитами
Armor on dragon 😢
Abilities 😢
Medusa look 😢
Выглядит всё очень круто, но надо доработать окаменение. Как-то странно, что под его действием мечник всё ещё двигался
I AM SO EXCITED FOR THIS I CANT EVEN DESCRIBE IT
Petrified units shouldnt have animations, they are stone!
what is a good point, we are working on the animations for the petrify still ! :D
I wish we get Wizard faction 😢
If the game pays homage to H2 & H3 and replicates many of its strengths in a modernised version then this game is gonna be a killer! Looking great so far, especially love the adventure map and the design of the units, towns is awesome too!
happy holidays and thank you for another great faction reveal keep it coming :)
Happy Holidays!
Great job guys! You are doing awesome stuff!
I actually yelled "Black Dragon!" when they came on screen
Amazing reveal. The town screen design is one of the best in the series history, if not the best.
Now just add wizards (tower) and barbarians (stronghold) to the fuctions roster (could be a dlc, i dont care as long as we get them) and i'm a happy guy.
We will consider adding more and more factions! Glad that you are enjoying the designs.
We need the beholders!!!
I'm really curious to know if there is a T8 tier for Dungeon and what is it if there is one, alongside the fact that you keep hiding the T3. what could it be ? Eyes maybe ?
we already revealed a t8 unit, and it's a dragon :D check our advent calendar!
Can't wait for Temple. It's my favourite faction. Also if possible to make it less cartoonish and make it more realistic like heroes3. Can't wait for the release❤
Ooh I love the medusa designs! Definitely my favorite unit of the rooster so far
Also, curious about the tier 3 unit. Guessing it is being changed from the H6 style Charkram dancer to something else
Beholders
@@PYRO.1 I doubt that WotC will allow them to use that name anymore
Please include the harpies again, if not for this town then for some other, and make them cute.
A very nice compromise/synthesis of the Heroes 3 and Heroes 5 incarnations of Dungeon, with some nice callbacks to Heroes 1 and 2 warlock town as well.
Please give us some way to appreciate the models like in Homm5. I loved the fullscreen shots of the units when recruiting them. It would add another layer of immersion while showing off your amazing designs and all the lovely detail you put into them, which cannot be clearly seen in the battles.
Oh and also: the heroes portraits are insane
you'll be able to see the unit models in a zoomed in model :)
@@unfrozenofficial You guys really thought about everything. I am so excited to play this game 😍
Хорошо, что у этой фракции нормальный т7 юнит. А не вампир. Если бы т7 сделали бы медузу или минотавра, ну нах такое( Эпичность вся улетучилась бы.
I guess it's a solid classical lineup. I hope 3rd level is not something "dark elf doing this" or "dark elf riding that".Maybe area effect attacks could be smaller in area so that the damage does not get dilluted in terms of damage. Otherwise I am happy with it generally.
Cannot wait for the release! :)
We too , We too!
Agreed with everyone saying the Infiltrator's hit-and-run animations are too choppy/not seamless. No, it's not a matter of in-game speed, devs, it's a matter of animations not flowing from one to another. Personally, I'd love it if the unit didn't turn around after attacking and instead just took a step back and teleported to it's original hex.
Also, does anyone else feel the dragons look wonky? They make me think of World of Warcraft and not in a good way. Would prefer them without armour, slimmer and with deeper colours.
I like that black dragon looks like hes mad and ashen dragon looks like hes smiling
I can accept the cartoony models, but I am unsure about the colour scheme. I can't really picture all the units in a line without it seeming all over the place. My favourite game in the series in terms of colour and vibrancy is HOMM2, I think that nails the colourful, yet unified faction design perfectly.
Giving the Hydra to Dungeon does not bode well for my missing Lizardmen Fortress v.v
A lizardman sacrifice had to be made :
@@Demonancer Actually the hydra was given to dungeon as far back as HOMM4 (the fuction was called Chaos /Asylum), while fortress as a fuction went MIA ever since.
Would be cool to see fortress revived and see Unfrozen take on it, im sure they will do a great job with them as they did with the fuctions so far. (though my personal priority for new fuctions are tower and stronghold).
@@alexdeitch259 I know Dungeon has had it for a while, but I was *hoping* that since Olden Era was sorta going back to the roots of 2/3 that they would give it back to Fortress. The fact that they didn't means its not likely I'll get my Lizardmen again, unless they redo the roster
@@Demonancer though its unlikly that we see fortress again, i wouldent lose hope for it to happen just becase hydra is back to be a dungeon unit.
All current factions had their rosters redone to some extent, some more then others.
Ultimtly its the developers decision. There is nothing to prevent them from reviving fortress if they want to, hydra or not...
Очень круто, но анимация блинка странная и медленная. Почему персонаж тратит время на повороты? Прыгнул - ударил - вернулся. Зачем повороты? infiltrator не должен поворачиваться спиной к врагу - прыгнул - ударил - ушёл. Зачем этот поворот?
Спасибо за коммент. Тоже хотел тебе написать. Анимация через чур медленная.
Wow animation and units models look super cool!
That's fantastic! Keep wowing us!
Did the worldmap became cartoony compared to the last one? Or it is an improvement?
Very interesting. Thanks.
Beholders? Q_Q
2:20 I went shopping and got back home he was still finishing his hit and run
animations are crap +
if hydras are now dungeon units what will be with Fortress town? will it made to the game?
Awesome portraits :) I really liked them considering both factions are already revealed.
Looking great so far 🙌
Side comment, I know you guys have been using past games’ music but assuming new OST is coming as well?
Side note to the side note, any chance we could choose which games OST we want to use? Being a huge HoMM2/3 fan this would be amazing (obviously homm2 tracks would need some remastering but 3 would work fine!)
Love the portraits of the heroes! Also, are they riding on GORGONS!? Thats so fricking awesome! Love how Dungeon is shaping up! Still hope that the new tier 3 unit will be a Dark Elf! Maybe some kind of arcane archer to pay homage to the Dark Elf class of MM8? :3
My only complaint is that transitions between animations look really choppy. But otherwise, this is awesome! Happy holidays!
Animations will be able to be sped up quite a bit in game. And we are also working on polishing them as much as possible of course.
@@unfrozenofficial I love you, guys. This project is a dream come true for a lot of people.
this is how HOMM5 should have look!!!!!
for me personally the saga ended after HOMM4
so this is a pure resurrection, nice come back to origins guys, im gonna buy it for sure
Thank you for the kind words!
I believe that infiltrator animations needs to be like 10% faster, people will get annoyed by long animations. And I absolutely love Dragon animations. Other units seem fine, except may be petrify effect needs some work, it looks like someone dumped a bucked of dirt instead.
You did justice to my favourite creature the Black Dragon, THANK YOU!
tbh this background music fits perfect
Guys, you're doing an awesome job there! Happy holidays🎉
Can't wait to spend hundreds of hours playing this with my friends!!!
Thank you so much! ❤
Odd that Hydra is Dungeon and not Fortress, but I'll take what I can get.
We brought our own creative decisions into the game too, not just all the line ups from the past for units :D
Honestly, it fits.
Hydra has already been in the dungeon in Heroes 5.
Hydra has been Dungeon or Dungeon equivalent in every game except 3. It was Warlock in heroes 1 and 2, Asylum in heroes 4, and Dungeon in heroes 5 and 7
It used to be part of Warlock - basically also a Dungeon, in HoMM and HoMM 2.
Black Dragon looks more like Violet Dragon :/
Infiltrator stopping for second or so after teleporting in Hit and Run is very anticlimatic, it doesn't feel like hit and run at all, shadowstrike feels more like hit and run than hit and run. it's just too slow and i don't understand why does it have to be Move>stand>attack>move, instead of just Move/attack>move back
Is there hope for the T3 Dark Elf unit being replaced with something better than that "Chakram Thrower" from Heroes 6? I hated that unit's ridiculous concept in H6 and I'd hate to see it here but the previous videos did show an exact copy of that unit as Dungeon's T3.
We will reveal the t3 units a bit later, with our own twist !
Yeah, it was kinda silly, and I say that as someone that enjoy's H6 dungeon. Personally hope they stick with a dark elf unit, perhaps a duel crossbow one like in Heroes 7 but actually doing the concept justice
@@unfrozenofficial Some kind of "Arcane Archer" type Dark Elf unit combining sorcery and archery would be a nice nod to how the Dark Elf class functioned in Might & Magic 8.
will those area attack be friendly fire too?
DRAGONS!
Are the dragons equal in power and it's just the special effect / ability that is different?
Imagine if Teir 3 would be Beholder with a special purchased rights? Bald move.
I LOVE how heroes and units look! And city looks fun too, classic Menzoberranzan vibes.
Great work on design here, can't wait to try Olden Era out
It's weird men turned into stone are still able to move
I dont know what petrification does but if its changing unit into stone than i think the animation of petrified unit should freeze
Christmas came early this year! 🎉❤🎄
This reveal was absolutely amazing and I am extremely greatful for the insane hours of hardwork you guys put into this! An amazing gift, that's what this was!
Merry Christmas and have a jolly time with your family and loved ones!
Thank you so much for your kind words! Merry Christmas to you as well!
Can't wait to try the game, really impressive work. Also if you don't mind a small feedback - I'd be really glad if enemy units after being turned into stone by medusa would behave a bit more petrified - like not move I mean, anyways great job on the game, thank you Dear Devs.
Animations are still unpolished. The infiltrators attack is far too much of a flourish, should be more subdued. The dragon flames don't look synchronised to its movements.
Does the medusa arrow barrage apply root?
why Black Dragon is not black...
Dark Messiah music…slightly changed…hmmm…yes…😈…
Merry Christmas !
wow i want it i want to buy this game one more time
Goodbye dungeon dominatrix, i will miss you
The visual looks cool
Hello, the game looks fantastic. I have a doubt with the "fighting style", in the description of the units they mention that in the case of the "sulphurous attack" dragons, the area damage would be less than normal damage, right? Is there a free choice between normal attack and fighting style? With what has been shown, the game seems very promising to me 😁. Greetings.
Yes - Fighting Styles act as alternate attacks that you can use instead of a regular attack, so if you don't wish to use it, you don't have to!
I really love the looks and animations on units, all feel really slick.
Though I hope that infiltrator animations gonna roll more fluidly, singular exception as he feels little bit awkward - though that spectral attak on one upgrade was neat, just great!
Love the style overall. Merry Chris to you too guys!
Ну это моментальная покупка ребята. Хоть моя любимая часть это 4-я, как не странно, но в целом все игры серии я заиграл до дыр. И разумеется Олден Эру моментально куплю максимальное издание, как минимум ради поддержки разработчика. Тем более Иратус был вполне неплохой игрой, давший кредит двоерия Вам.
Good work.
My concerns so far were :
- infiltrator turning their back to the ennemy after using hit and run (already answered to someone else)
- petrification (already answered to someone else)
- dragon being kinda small compared to a footman ? This one could just be me. Maybe it's intented, it is NOT a problem.
- not on this video but bloodless creatures having the "bleeding" visual effect after being attacked like skeleton, wight and most likely elementals. Not sure if it's worth all the extra work to add specific "blood" to some creatures such as dust.
blood has been worked on and it is already fixed for necropolis units. As for the rest, we will polish it further, no worries
@@unfrozenofficial Oh, great news. Thanks for the answer.
Only 7 Heroes? I hope there is more.
@@EdgecutorLP 18 heroes per faction confirmed
I hope for an Academy in some DLC. It's one of my favorites.
Everything looks amazing, I can't wait to play it!
One minor feedback. Maybe the "hit and run" Infiltrator attack should be speed-up a a bit , or simplified.
Animations can be sped up in game, this is the base version, for showcasing mostly!
Красота то какая... Лепота.. Мы , в России будем играть в это 100000%%%
Could you please upload 4K video? Thank you
What about the music, the music in Homm3 was one of the biggest factors!